From 6387fdaf16f7dbd006938de041c0c1dcd7d3f0af Mon Sep 17 00:00:00 2001 From: Peter Li Date: Sat, 19 Apr 2025 09:52:36 -0700 Subject: [PATCH] > fixing various spirv compilation issues. and making shader hot-reload more resilient. also adding sdl_gpu --- build.zig | 1 + build.zig.zon | 1 + engine/backlog.zig | 1 + engine/imgui/build.zig | 39 + engine/imgui/build.zig.zon | 14 + engine/imgui/src/imgui.zig | 18 + engine/imgui/tests/tests.zig | 1 + engine/main.zig | 4 +- engine/modulelist.zig | 1 + engine/papyrus/src/papyrus.zig | 1 - engine/rend/shaders/meshes.vert.hlsl | 11 +- engine/rend/shaders/meshes.vert.json | 12 +- engine/rend/src/camera/CameraComponent.zig | 1 + engine/rend/src/sgpu/renderer.zig | 5 +- lib/cimgui/_archive/vkImgui.zig | 230 + lib/cimgui/_archive/vkImguiApi.zig | 2 + lib/cimgui/build.zig | 73 + lib/cimgui/build.zig.zon | 11 + lib/cimgui/cimgui/SDL/include/SDL3/SDL.h | 90 + .../cimgui/SDL/include/SDL3/SDL_assert.h | 662 + .../cimgui/SDL/include/SDL3/SDL_asyncio.h | 546 + .../cimgui/SDL/include/SDL3/SDL_atomic.h | 664 + .../cimgui/SDL/include/SDL3/SDL_audio.h | 2200 ++ .../cimgui/SDL/include/SDL3/SDL_begin_code.h | 486 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_bits.h | 147 + .../cimgui/SDL/include/SDL3/SDL_blendmode.h | 202 + .../cimgui/SDL/include/SDL3/SDL_camera.h | 519 + .../cimgui/SDL/include/SDL3/SDL_clipboard.h | 331 + .../cimgui/SDL/include/SDL3/SDL_close_code.h | 41 + .../cimgui/SDL/include/SDL3/SDL_copying.h | 22 + .../cimgui/SDL/include/SDL3/SDL_cpuinfo.h | 353 + .../cimgui/SDL/include/SDL3/SDL_dialog.h | 341 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_egl.h | 2355 ++ .../cimgui/SDL/include/SDL3/SDL_endian.h | 645 + .../cimgui/SDL/include/SDL3/SDL_error.h | 226 + .../cimgui/SDL/include/SDL3/SDL_events.h | 1574 ++ .../cimgui/SDL/include/SDL3/SDL_filesystem.h | 503 + .../cimgui/SDL/include/SDL3/SDL_gamepad.h | 1509 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_gpu.h | 4213 +++ lib/cimgui/cimgui/SDL/include/SDL3/SDL_guid.h | 106 + .../cimgui/SDL/include/SDL3/SDL_haptic.h | 1441 + .../cimgui/SDL/include/SDL3/SDL_hidapi.h | 552 + .../cimgui/SDL/include/SDL3/SDL_hints.h | 4486 +++ lib/cimgui/cimgui/SDL/include/SDL3/SDL_init.h | 497 + .../cimgui/SDL/include/SDL3/SDL_intrin.h | 407 + .../cimgui/SDL/include/SDL3/SDL_iostream.h | 1354 + .../cimgui/SDL/include/SDL3/SDL_joystick.h | 1202 + .../cimgui/SDL/include/SDL3/SDL_keyboard.h | 609 + .../cimgui/SDL/include/SDL3/SDL_keycode.h | 343 + .../cimgui/SDL/include/SDL3/SDL_loadso.h | 145 + .../cimgui/SDL/include/SDL3/SDL_locale.h | 117 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_log.h | 538 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_main.h | 675 + .../cimgui/SDL/include/SDL3/SDL_main_impl.h | 151 + .../cimgui/SDL/include/SDL3/SDL_messagebox.h | 226 + .../cimgui/SDL/include/SDL3/SDL_metal.h | 107 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_misc.h | 78 + .../cimgui/SDL/include/SDL3/SDL_mouse.h | 689 + .../cimgui/SDL/include/SDL3/SDL_mutex.h | 1073 + .../cimgui/SDL/include/SDL3/SDL_oldnames.h | 1327 + .../cimgui/SDL/include/SDL3/SDL_opengl.h | 3101 +++ .../SDL/include/SDL3/SDL_opengl_glext.h | 13213 +++++++++ .../cimgui/SDL/include/SDL3/SDL_opengles.h | 38 + .../cimgui/SDL/include/SDL3/SDL_opengles2.h | 51 + .../SDL/include/SDL3/SDL_opengles2_gl2.h | 656 + .../SDL/include/SDL3/SDL_opengles2_gl2ext.h | 4033 +++ .../include/SDL3/SDL_opengles2_gl2platform.h | 27 + .../include/SDL3/SDL_opengles2_khrplatform.h | 311 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_pen.h | 127 + .../cimgui/SDL/include/SDL3/SDL_pixels.h | 1441 + .../cimgui/SDL/include/SDL3/SDL_platform.h | 64 + .../SDL/include/SDL3/SDL_platform_defines.h | 476 + .../cimgui/SDL/include/SDL3/SDL_power.h | 106 + .../cimgui/SDL/include/SDL3/SDL_process.h | 430 + .../cimgui/SDL/include/SDL3/SDL_properties.h | 543 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_rect.h | 507 + .../cimgui/SDL/include/SDL3/SDL_render.h | 2646 ++ .../cimgui/SDL/include/SDL3/SDL_revision.h | 56 + .../cimgui/SDL/include/SDL3/SDL_scancode.h | 429 + .../cimgui/SDL/include/SDL3/SDL_sensor.h | 320 + .../cimgui/SDL/include/SDL3/SDL_stdinc.h | 6133 +++++ .../cimgui/SDL/include/SDL3/SDL_storage.h | 682 + .../cimgui/SDL/include/SDL3/SDL_surface.h | 1565 ++ .../cimgui/SDL/include/SDL3/SDL_system.h | 818 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_test.h | 63 + .../cimgui/SDL/include/SDL3/SDL_test_assert.h | 98 + .../cimgui/SDL/include/SDL3/SDL_test_common.h | 289 + .../SDL/include/SDL3/SDL_test_compare.h | 76 + .../cimgui/SDL/include/SDL3/SDL_test_crc32.h | 121 + .../cimgui/SDL/include/SDL3/SDL_test_font.h | 169 + .../cimgui/SDL/include/SDL3/SDL_test_fuzzer.h | 371 + .../SDL/include/SDL3/SDL_test_harness.h | 151 + .../cimgui/SDL/include/SDL3/SDL_test_log.h | 75 + .../cimgui/SDL/include/SDL3/SDL_test_md5.h | 122 + .../cimgui/SDL/include/SDL3/SDL_test_memory.h | 66 + .../cimgui/SDL/include/SDL3/SDL_thread.h | 578 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_time.h | 231 + .../cimgui/SDL/include/SDL3/SDL_timer.h | 450 + .../cimgui/SDL/include/SDL3/SDL_touch.h | 184 + lib/cimgui/cimgui/SDL/include/SDL3/SDL_tray.h | 544 + .../cimgui/SDL/include/SDL3/SDL_version.h | 183 + .../cimgui/SDL/include/SDL3/SDL_video.h | 3286 +++ .../cimgui/SDL/include/SDL3/SDL_vulkan.h | 287 + .../include/build_config/SDL_build_config.h | 57 + .../build_config/SDL_build_config.h.cmake | 548 + .../build_config/SDL_build_config_android.h | 217 + .../build_config/SDL_build_config_ios.h | 226 + .../build_config/SDL_build_config_macos.h | 257 + .../build_config/SDL_build_config_minimal.h | 101 + .../build_config/SDL_build_config_windows.h | 307 + .../build_config/SDL_build_config_wingdk.h | 234 + .../build_config/SDL_build_config_xbox.h | 223 + .../include/build_config/SDL_revision.h.cmake | 39 + .../imgui/backends/imgui_impl_allegro5.cpp | 634 + .../imgui/backends/imgui_impl_allegro5.h | 40 + .../imgui/backends/imgui_impl_android.cpp | 309 + .../imgui/backends/imgui_impl_android.h | 38 + .../cimgui/imgui/backends/imgui_impl_dx10.cpp | 741 + .../cimgui/imgui/backends/imgui_impl_dx10.h | 45 + .../cimgui/imgui/backends/imgui_impl_dx11.cpp | 784 + .../cimgui/imgui/backends/imgui_impl_dx11.h | 48 + .../cimgui/imgui/backends/imgui_impl_dx12.cpp | 1162 + .../cimgui/imgui/backends/imgui_impl_dx12.h | 76 + .../cimgui/imgui/backends/imgui_impl_dx9.cpp | 585 + .../cimgui/imgui/backends/imgui_impl_dx9.h | 34 + .../cimgui/imgui/backends/imgui_impl_glfw.cpp | 1460 + .../cimgui/imgui/backends/imgui_impl_glfw.h | 69 + .../cimgui/imgui/backends/imgui_impl_glut.cpp | 310 + .../cimgui/imgui/backends/imgui_impl_glut.h | 48 + .../cimgui/imgui/backends/imgui_impl_metal.h | 76 + .../cimgui/imgui/backends/imgui_impl_metal.mm | 756 + .../imgui/backends/imgui_impl_opengl2.cpp | 361 + .../imgui/backends/imgui_impl_opengl2.h | 42 + .../imgui/backends/imgui_impl_opengl3.cpp | 1023 + .../imgui/backends/imgui_impl_opengl3.h | 67 + .../backends/imgui_impl_opengl3_loader.h | 916 + .../cimgui/imgui/backends/imgui_impl_osx.h | 59 + .../cimgui/imgui/backends/imgui_impl_osx.mm | 1160 + .../cimgui/imgui/backends/imgui_impl_sdl.cpp | 940 + .../cimgui/imgui/backends/imgui_impl_sdl.h | 38 + .../cimgui/imgui/backends/imgui_impl_sdl2.cpp | 1234 + .../cimgui/imgui/backends/imgui_impl_sdl2.h | 50 + .../cimgui/imgui/backends/imgui_impl_sdl3.cpp | 1185 + .../cimgui/imgui/backends/imgui_impl_sdl3.h | 50 + .../imgui/backends/imgui_impl_sdlgpu3.cpp | 617 + .../imgui/backends/imgui_impl_sdlgpu3.h | 51 + .../backends/imgui_impl_sdlgpu3_shaders.h | 372 + .../imgui/backends/imgui_impl_sdlrenderer.cpp | 251 + .../imgui/backends/imgui_impl_sdlrenderer.h | 31 + .../backends/imgui_impl_sdlrenderer2.cpp | 280 + .../imgui/backends/imgui_impl_sdlrenderer2.h | 53 + .../backends/imgui_impl_sdlrenderer3.cpp | 297 + .../imgui/backends/imgui_impl_sdlrenderer3.h | 53 + .../imgui/backends/imgui_impl_vulkan.cpp | 2029 ++ .../cimgui/imgui/backends/imgui_impl_vulkan.h | 222 + .../cimgui/imgui/backends/imgui_impl_wgpu.cpp | 882 + .../cimgui/imgui/backends/imgui_impl_wgpu.h | 69 + .../imgui/backends/imgui_impl_win32.cpp | 1455 + .../cimgui/imgui/backends/imgui_impl_win32.h | 54 + lib/cimgui/cimgui/imgui/cimconfig.h | 1 + lib/cimgui/cimgui/imgui/cimgui.cpp | 5947 ++++ lib/cimgui/cimgui/imgui/cimgui.h | 5096 ++++ lib/cimgui/cimgui/imgui/cimgui2.h | 4146 +++ lib/cimgui/cimgui/imgui/cimgui_compat_vk.cpp | 187 + lib/cimgui/cimgui/imgui/cimgui_compat_vk.h | 50 + lib/cimgui/cimgui/imgui/cimgui_impl_vk.cpp | 46 + lib/cimgui/cimgui/imgui/cimgui_impl_vk.h | 198 + lib/cimgui/cimgui/imgui/enumtool.py | 144 + lib/cimgui/cimgui/imgui/imconfig.h | 141 + lib/cimgui/cimgui/imgui/imgui | 0 lib/cimgui/cimgui/imgui/imgui.cpp | 22929 ++++++++++++++++ lib/cimgui/cimgui/imgui/imgui.h | 4026 +++ lib/cimgui/cimgui/imgui/imgui_demo.cpp | 10984 ++++++++ lib/cimgui/cimgui/imgui/imgui_draw.cpp | 4854 ++++ lib/cimgui/cimgui/imgui/imgui_internal.h | 3939 +++ lib/cimgui/cimgui/imgui/imgui_tables.cpp | 4525 +++ lib/cimgui/cimgui/imgui/imgui_widgets.cpp | 10576 +++++++ lib/cimgui/cimgui/imgui/imstb_rectpack.h | 627 + lib/cimgui/cimgui/imgui/imstb_textedit.h | 1469 + lib/cimgui/cimgui/imgui/imstb_truetype.h | 5085 ++++ lib/cimgui/cimgui/imgui/structs.py | 217 + lib/cimgui/cimgui/imgui/translated.zig | 4606 ++++ lib/cimgui/cimplot/LICENSE | 22 + lib/cimgui/cimplot/README.md | 5 + lib/cimgui/cimplot/cimplot.cpp | 3010 ++ lib/cimgui/cimplot/cimplot.h | 1564 ++ lib/cimgui/cimplot/implot/LICENSE | 21 + lib/cimgui/cimplot/implot/README.md | 178 + lib/cimgui/cimplot/implot/TODO.md | 102 + lib/cimgui/cimplot/implot/implot.cpp | 5888 ++++ lib/cimgui/cimplot/implot/implot.h | 1297 + lib/cimgui/cimplot/implot/implot_demo.cpp | 2479 ++ lib/cimgui/cimplot/implot/implot_internal.h | 1687 ++ lib/cimgui/cimplot/implot/implot_items.cpp | 2808 ++ lib/cimgui/functions.py | 512 + lib/cimgui/functions.txt | 1263 + lib/cimgui/generator/generator.zig | 173 + lib/cimgui/generator/out.txt | 0 lib/cimgui/src/cimgui.zig | 4931 ++++ lib/cimgui/tests/tests.zig | 0 lib/p2/src/utils/shell.zig | 19 +- .../content/_shaders/dxil/meshes.vert.dxil | Bin 5216 -> 5364 bytes projects/content/_shaders/msl/meshes.vert.msl | 6 +- projects/content/_shaders/spv/meshes.vert.spv | Bin 1492 -> 1892 bytes projects/sampleGame/main.zig | 3 +- tools/scripts/cookShaders.py | 2 + 206 files changed, 218306 insertions(+), 17 deletions(-) create mode 100644 engine/imgui/build.zig create mode 100644 engine/imgui/build.zig.zon create mode 100644 engine/imgui/src/imgui.zig create mode 100644 engine/imgui/tests/tests.zig create mode 100644 lib/cimgui/_archive/vkImgui.zig create mode 100644 lib/cimgui/_archive/vkImguiApi.zig create mode 100644 lib/cimgui/build.zig create mode 100644 lib/cimgui/build.zig.zon create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_assert.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_asyncio.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_atomic.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_audio.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_begin_code.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_bits.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_blendmode.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_camera.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_clipboard.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_close_code.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_copying.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_cpuinfo.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_dialog.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_egl.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_endian.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_error.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_events.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_filesystem.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_gamepad.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_gpu.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_guid.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_haptic.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_hidapi.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_hints.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_init.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_intrin.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_iostream.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_joystick.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_keyboard.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_keycode.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_loadso.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_locale.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_log.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_main.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_main_impl.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_messagebox.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_metal.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_misc.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_mouse.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_mutex.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_oldnames.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl_glext.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2ext.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2platform.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_khrplatform.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_pen.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_pixels.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform_defines.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_power.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_process.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_properties.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_rect.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_render.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_revision.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_scancode.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_sensor.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_stdinc.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_storage.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_surface.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_system.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_assert.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_common.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_compare.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_crc32.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_font.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_fuzzer.h create mode 100644 lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_harness.h create mode 100644 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lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_ios.h create mode 100644 lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_macos.h create mode 100644 lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_minimal.h create mode 100644 lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_windows.h create mode 100644 lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_wingdk.h create mode 100644 lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_xbox.h create mode 100644 lib/cimgui/cimgui/SDL/include/build_config/SDL_revision.h.cmake create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_android.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_android.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.mm create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.cpp create mode 100644 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mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3_shaders.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.h create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.cpp create mode 100644 lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.h create mode 100644 lib/cimgui/cimgui/imgui/cimconfig.h create mode 100644 lib/cimgui/cimgui/imgui/cimgui.cpp create mode 100644 lib/cimgui/cimgui/imgui/cimgui.h create mode 100644 lib/cimgui/cimgui/imgui/cimgui2.h create mode 100644 lib/cimgui/cimgui/imgui/cimgui_compat_vk.cpp create mode 100644 lib/cimgui/cimgui/imgui/cimgui_compat_vk.h create mode 100644 lib/cimgui/cimgui/imgui/cimgui_impl_vk.cpp create mode 100644 lib/cimgui/cimgui/imgui/cimgui_impl_vk.h create mode 100644 lib/cimgui/cimgui/imgui/enumtool.py create mode 100644 lib/cimgui/cimgui/imgui/imconfig.h create mode 100644 lib/cimgui/cimgui/imgui/imgui create mode 100644 lib/cimgui/cimgui/imgui/imgui.cpp create mode 100644 lib/cimgui/cimgui/imgui/imgui.h create mode 100644 lib/cimgui/cimgui/imgui/imgui_demo.cpp create mode 100644 lib/cimgui/cimgui/imgui/imgui_draw.cpp create mode 100644 lib/cimgui/cimgui/imgui/imgui_internal.h create mode 100644 lib/cimgui/cimgui/imgui/imgui_tables.cpp create mode 100644 lib/cimgui/cimgui/imgui/imgui_widgets.cpp create mode 100644 lib/cimgui/cimgui/imgui/imstb_rectpack.h create mode 100644 lib/cimgui/cimgui/imgui/imstb_textedit.h create mode 100644 lib/cimgui/cimgui/imgui/imstb_truetype.h create mode 100644 lib/cimgui/cimgui/imgui/structs.py create mode 100644 lib/cimgui/cimgui/imgui/translated.zig create mode 100644 lib/cimgui/cimplot/LICENSE create mode 100644 lib/cimgui/cimplot/README.md create mode 100644 lib/cimgui/cimplot/cimplot.cpp create mode 100644 lib/cimgui/cimplot/cimplot.h create mode 100644 lib/cimgui/cimplot/implot/LICENSE create mode 100644 lib/cimgui/cimplot/implot/README.md create mode 100644 lib/cimgui/cimplot/implot/TODO.md create mode 100644 lib/cimgui/cimplot/implot/implot.cpp create mode 100644 lib/cimgui/cimplot/implot/implot.h create mode 100644 lib/cimgui/cimplot/implot/implot_demo.cpp create mode 100644 lib/cimgui/cimplot/implot/implot_internal.h create mode 100644 lib/cimgui/cimplot/implot/implot_items.cpp create mode 100644 lib/cimgui/functions.py create mode 100644 lib/cimgui/functions.txt create mode 100644 lib/cimgui/generator/generator.zig create mode 100644 lib/cimgui/generator/out.txt create mode 100644 lib/cimgui/src/cimgui.zig create mode 100644 lib/cimgui/tests/tests.zig diff --git a/build.zig b/build.zig index c8f130e..a26010e 100644 --- a/build.zig +++ b/build.zig @@ -21,6 +21,7 @@ const engineDepList = [_][]const u8{ "papyrus", "platform", "rend", + "imgui", "physics", }; diff --git a/build.zig.zon b/build.zig.zon index acabc78..6eaa93f 100644 --- a/build.zig.zon +++ b/build.zig.zon @@ -8,6 +8,7 @@ .papyrus = .{ .path = "engine/papyrus" }, .physics = .{ .path = "engine/physics" }, .platform = .{ .path = "engine/platform" }, + .imgui = .{ .path = "engine/imgui" }, .rend = .{.path = "engine/rend" }, .SpirvReflect = .{ .path = "lib/spirv-reflect-zig" }, .ozz = .{ .path = "lib/ozz" }, diff --git a/engine/backlog.zig b/engine/backlog.zig index bfe935c..246acb6 100644 --- a/engine/backlog.zig +++ b/engine/backlog.zig @@ -8,6 +8,7 @@ pub const audio = @import("audio"); // pub const ui = @import("ui"); pub const papyrus = @import("papyrus"); pub const physics = @import("physics"); +pub const imgui = @import("imgui"); const modulelist = @import("modulelist.zig").list; diff --git a/engine/imgui/build.zig b/engine/imgui/build.zig new file mode 100644 index 0000000..93467dd --- /dev/null +++ b/engine/imgui/build.zig @@ -0,0 +1,39 @@ +const std = @import("std"); + +const dependencyList = [_][]const u8{ + "core", + "platform", + "rend", + "sdl3", + "cimgui", +}; + +pub fn build(b: *std.Build) void { + const target = b.standardTargetOptions(.{}); + const optimize = b.standardOptimizeOption(.{}); + + const mod = b.addModule("imgui", .{ + .target = target, + .optimize = optimize, + .root_source_file = b.path("src/imgui.zig"), + }); + + for (dependencyList) |depName| { + const dep = b.dependency(depName, .{ .target = target, .optimize = optimize }); + const dep_mod = dep.module(depName); + mod.addImport(depName, dep_mod); + } + + // ========== tests ========== + const tests = b.addTest(.{ + .target = target, + .optimize = optimize, + .root_source_file = b.path("tests/tests.zig"), + }); + const test_step = b.step("test", "run unit tests for imgui"); + + tests.root_module.addImport("platform", mod); + const runArtifact = b.addRunArtifact(tests); + test_step.dependOn(&runArtifact.step); + b.installArtifact(tests); +} diff --git a/engine/imgui/build.zig.zon b/engine/imgui/build.zig.zon new file mode 100644 index 0000000..65c3c85 --- /dev/null +++ b/engine/imgui/build.zig.zon @@ -0,0 +1,14 @@ +.{ + .name = .imgui, + .version = "0.0.0", + .dependencies = .{ + .core = .{ .path = "../core" }, + .platform = .{ .path = "../platform" }, + .rend = .{ .path = "../rend" }, + .sdl3 = .{ .path = "../../lib/sdl3" }, + .cimgui = .{ .path = "../../lib/cimgui" }, + }, + .paths = .{ + "", + }, +} diff --git a/engine/imgui/src/imgui.zig b/engine/imgui/src/imgui.zig new file mode 100644 index 0000000..0eb703a --- /dev/null +++ b/engine/imgui/src/imgui.zig @@ -0,0 +1,18 @@ +const std = @import("std"); +pub const core = @import("core"); +pub const cimgui = @import("cimgui"); + +pub const Module: core.ModuleDescription = .{ + .name = "imgui", + .enabledByDefault = false, +}; + +pub fn start_module(comptime programSpec: anytype, args: anytype, allocator: std.mem.Allocator) !void { + _ = allocator; + _ = args; + _ = programSpec; +} + +pub fn shutdown_module(allocator: std.mem.Allocator) void { + _ = allocator; +} diff --git a/engine/imgui/tests/tests.zig b/engine/imgui/tests/tests.zig new file mode 100644 index 0000000..be4405a --- /dev/null +++ b/engine/imgui/tests/tests.zig @@ -0,0 +1 @@ +test "do nothing" {} diff --git a/engine/main.zig b/engine/main.zig index c0de943..ae7acce 100644 --- a/engine/main.zig +++ b/engine/main.zig @@ -8,7 +8,7 @@ const realMain = @import("main"); pub const options = @import("BacklogOptions"); pub const std_options = std.Options{ - // .enable_segfault_handler = false, + .enable_segfault_handler = false, }; //pub const build_options = @import("build_options"); @@ -21,6 +21,6 @@ pub const std_options = std.Options{ // } pub fn main() !void { - // panickers.attachSegfaultHandler(); + panickers.attachSegfaultHandler(); try realMain.main(); } diff --git a/engine/modulelist.zig b/engine/modulelist.zig index b65670b..4bda2af 100644 --- a/engine/modulelist.zig +++ b/engine/modulelist.zig @@ -6,6 +6,7 @@ pub const list = [_][]const u8{ "physics", "rend", + "imgui", // to be implemented // "graphics", // "ui", diff --git a/engine/papyrus/src/papyrus.zig b/engine/papyrus/src/papyrus.zig index ef3c54a..163cf7e 100644 --- a/engine/papyrus/src/papyrus.zig +++ b/engine/papyrus/src/papyrus.zig @@ -44,7 +44,6 @@ const colors = core.colors; pub const Color = colors.Color; pub const ColorRGBA8 = colors.RGBA8; -const MemoryTracker = core.MemoryTracker; const Vector2i = core.Vector2i; const Vector2f = core.Vector2f; const IndexPool = core.IndexPool; diff --git a/engine/rend/shaders/meshes.vert.hlsl b/engine/rend/shaders/meshes.vert.hlsl index 62596ed..b07b386 100644 --- a/engine/rend/shaders/meshes.vert.hlsl +++ b/engine/rend/shaders/meshes.vert.hlsl @@ -34,10 +34,13 @@ Output main(Input input) { Output output; output.TexCoord = input.UV; - - // output.TexCoord[0] += scene[input.Instance].Model[0][0] * 0.0001; - //output.Position = mul(ViewProjection, float4(input.Position - float3(1 * sin(time + 0.05 * input.Position[0]),0, 1 * cos(time + 0.05 * input.Position[0])), 1.0)); - output.Position = mul(ViewProjection, mul(scene[input.Instance].Model, float4(input.Position, 1.0))); + float4 pos = float4(input.Position, 1.0); + + pos.x += 0.2 * sin(time * 0.5 ) * pos.y * 0.5; + pos.y += 0.2 * cos(time * 0.5 ) * pos.z * 0.5; + + output.Position = mul(ViewProjection, mul(scene[input.Instance].Model, pos)); + return output; } diff --git a/engine/rend/shaders/meshes.vert.json b/engine/rend/shaders/meshes.vert.json index 279e031..553384c 100644 --- a/engine/rend/shaders/meshes.vert.json +++ b/engine/rend/shaders/meshes.vert.json @@ -6,7 +6,7 @@ } ], "types" : { - "_8" : { + "_9" : { "name" : "Scene", "members" : [ { @@ -18,12 +18,12 @@ } ] }, - "_7" : { + "_8" : { "name" : "type.StructuredBuffer.Scene", "members" : [ { "name" : "_m0", - "type" : "_8", + "type" : "_9", "array" : [ 0 ], @@ -35,7 +35,7 @@ } ] }, - "_10" : { + "_11" : { "name" : "type.Uniforms", "members" : [ { @@ -74,7 +74,7 @@ ], "ssbos" : [ { - "type" : "_7", + "type" : "_8", "name" : "scene", "readonly" : true, "block_size" : 0, @@ -84,7 +84,7 @@ ], "ubos" : [ { - "type" : "_10", + "type" : "_11", "name" : "type.Uniforms", "block_size" : 68, "set" : 1, diff --git a/engine/rend/src/camera/CameraComponent.zig b/engine/rend/src/camera/CameraComponent.zig index a611dd1..d7cd342 100644 --- a/engine/rend/src/camera/CameraComponent.zig +++ b/engine/rend/src/camera/CameraComponent.zig @@ -47,6 +47,7 @@ pub fn resolve(self: *@This()) void { var position = scene.getPosition(); position.z = -position.z; + position.y = -position.y; { var base = core.zm.identity(); base = mul(core.zm.rotationY(-self.yaw), base); diff --git a/engine/rend/src/sgpu/renderer.zig b/engine/rend/src/sgpu/renderer.zig index 142228b..e4b34f7 100644 --- a/engine/rend/src/sgpu/renderer.zig +++ b/engine/rend/src/sgpu/renderer.zig @@ -440,7 +440,10 @@ pub const MeshPool = mesh_pool.MeshPool; // debug api pub fn reloadShaders() !void { - _ = try core.shell.runCmd(gRenderer.allocator, &.{ "python", "../tools/scripts/cookShaders.py" }, "."); + _ = core.shell.runCmd(gRenderer.allocator, &.{ "python", "../tools/scripts/cookShaders.py" }, ".") catch { + core.graphics_logs("shader cook script failed"); + return; + }; try gRenderer.createMeshPipeline(); } diff --git a/lib/cimgui/_archive/vkImgui.zig b/lib/cimgui/_archive/vkImgui.zig new file mode 100644 index 0000000..ce2b97e --- /dev/null +++ b/lib/cimgui/_archive/vkImgui.zig @@ -0,0 +1,230 @@ +// not used at this time +const std = @import("std"); +const vk = @import("vulkan"); +const graphics = @import("graphics"); +const RenderThread = graphics.RenderThread; +const platform = @import("platform"); +const vk_renderer = graphics.vk_renderer; +const core = @import("core"); + +const tracy = core.tracy; +const vk_constants = graphics.constants; + +pub const api = @import("cimgui.zig"); +pub const c = api.c; + +const NeonVkContext = vk_renderer.NeonVkContext; + +pub const Module: core.ModuleDescription = .{ + .name = "vkImgui", + .enabledByDefault = true, +}; + +// new imgui integration +// +// arather than call imgui newframe only during the draw step. +// +// imgui NewFrame will be called in engine pre-tick +// +// this will make it safe to call imgui functions from anywhere within tick(); + +fn vkCast(comptime T: type, handle: anytype) T { + return @as(T, @ptrFromInt(@as(u64, @intFromEnum(handle)))); +} + +// this data structure represents the imgui integration setup. +// it is invalid until you call setup() +// +// largely don't need to touch this structure from the user's side. +pub const NeonVkImGui = struct { + const Self = @This(); + pub const NeonObjectTable = core.EngineObjectVTable.from(Self); + pub const RendererInterfaceVTable = graphics.RendererInterface.from(Self); + + allocator: std.mem.Allocator, + ctx: *NeonVkContext = undefined, + descriptorPool: vk.DescriptorPool = undefined, + + pub fn init(allocator: std.mem.Allocator) !*Self { + const self = try allocator.create(Self); + + self.* = Self{ + .allocator = allocator, + }; + + return self; + } + + // NeonObject interface + pub fn preTick(_: *Self, _: f64) core.EngineDataEventError!void { + c.ImGui_ImplGlfw_NewFrame(); + c.cImGui_vk_NewFrame(); + c.igNewFrame(); + } + + // VkRenderer interface + pub fn preDraw(self: *@This(), frameId: usize) void { + _ = self; + _ = frameId; + } + + pub fn sendShared(self: *@This(), frameIndex: u32) void { + _ = self; + + const z = core.tracy.ZoneN(@src(), "imgui uploading shared data"); + defer z.End(); + + c.igRenderPlatformWindowsDefault(null, null); + c.igRender(); + c.cimgui_vk_UploadSharedData(@intCast(frameIndex), c.igGetDrawData()); + c.igUpdatePlatformWindows(); + } + + pub fn rtPostDraw(self: *@This(), rt: *RenderThread, cmd: vk.CommandBuffer, frameIndex: u32) void { + const z = core.tracy.ZoneN(@src(), "imgui render"); + defer z.End(); + + _ = rt; + _ = self; + + c.cImGui_vk_RenderDrawData( + c.cimgui_vk_GetSharedData(@intCast(frameIndex)), + vkCast(c.VkCommandBuffer, cmd), + vkCast(c.VkPipeline, vk.Pipeline.null_handle), + ); + c.cimgui_vk_ReleaseSharedData(@intCast(frameIndex)); + } + + pub fn postDraw(self: *@This(), cmd: vk.CommandBuffer, frameIndex: usize, deltaTime: f64) void { + _ = self; + _ = deltaTime; + + const z = core.tracy.ZoneN(@src(), "imgui render"); + + c.igRenderPlatformWindowsDefault(null, null); + c.igRender(); + + c.cimgui_vk_UploadSharedData(@intCast(frameIndex), c.igGetDrawData()); + + c.cImGui_vk_RenderDrawData( + c.cimgui_vk_GetSharedData(@intCast(frameIndex)), + vkCast(c.VkCommandBuffer, cmd), + vkCast(c.VkPipeline, vk.Pipeline.null_handle), + ); + c.cimgui_vk_ReleaseSharedData(@intCast(frameIndex)); + + c.igUpdatePlatformWindows(); + + z.End(); + } + // VkRenderer interface end + + pub fn setup(self: *Self, ctx: *NeonVkContext) !void { + self.ctx = ctx; + std.debug.print("vkImGui = {d}\n", .{@sizeOf(c.ImGuiStyle)}); + std.debug.print("size of InputEvent = {d}\n", .{@sizeOf(c.ImGuiInputEvent)}); + + // const descriptorPoolSizes = [_]vk.DescriptorPoolSize{ + // .{ .type = .sampler, .descriptor_count = 1000 }, + // .{ .type = .combined_image_sampler, .descriptor_count = 1000 }, + // .{ .type = .sampled_image, .descriptor_count = 1000 }, + // .{ .type = .storage_image, .descriptor_count = 1000 }, + // .{ .type = .uniform_texel_buffer, .descriptor_count = 1000 }, + // .{ .type = .storage_texel_buffer, .descriptor_count = 1000 }, + // .{ .type = .uniform_buffer, .descriptor_count = 1000 }, + // .{ .type = .storage_buffer, .descriptor_count = 1000 }, + // .{ .type = .uniform_buffer_dynamic, .descriptor_count = 1000 }, + // .{ .type = .storage_buffer_dynamic, .descriptor_count = 1000 }, + // .{ .type = .input_attachment, .descriptor_count = 1000 }, + // }; + + // var poolInfo = vk.DescriptorPoolCreateInfo{ + // .flags = .{}, + // .max_sets = 1000, + // .pool_size_count = @intCast(descriptorPoolSizes.len), + // .p_pool_sizes = &descriptorPoolSizes, + // }; + + self.descriptorPool = ctx.descriptorPool; // try ctx.vkd.createDescriptorPool(ctx.dev, &poolInfo, null); + _ = c.igCreateContext(null); + const io: *c.ImGuiIO = c.igGetIO(); + io.*.ConfigFlags |= c.ImGuiConfigFlags_NavEnableKeyboard; + io.*.ConfigFlags |= c.ImGuiConfigFlags_DockingEnable; + // io.*.ConfigFlags |= c.ImGuiConfigFlags_ViewportsEnable; + // const font = c.ImFontAtlas_AddFontFromFileTTF(io.*.Fonts, "content/VT323.ttf", 36, null, null); + // _ = font; + _ = c.ImGui_ImplGlfw_InitForVulkan(@ptrCast(platform.getInstance().window), true); + + const style = c.igGetStyle(); + c.igStyleColorsDark(style); + style.*.WindowRounding = 0.0; + style.*.Colors[c.ImGuiCol_WindowBg].w = 1.0; + + var imguiInit = c.ImGui_ImplVulkan_InitInfo{ + .Instance = vkCast(c.VkInstance, ctx.instance), + .PhysicalDevice = vkCast(c.VkPhysicalDevice, ctx.physicalDevice), + .Device = vkCast(c.VkDevice, ctx.dev), + .QueueFamily = ctx.graphicsQueue.family, + .Queue = vkCast(c.VkQueue, ctx.graphicsQueue.handle), + .PipelineCache = vkCast(c.VkPipelineCache, vk.PipelineCache.null_handle), + .DescriptorPool = vkCast(c.VkDescriptorPool, self.descriptorPool), + .Subpass = 0, + .MinImageCount = 2, + .ImageCount = vk_constants.NUM_FRAMES, + .MSAASamples = 0x1, + .Allocator = null, + .CheckVkResultFn = checkVkResult, + }; + // core.debug_struct("instance: ", ctx.instance); + // core.debug_struct("huh: ", imguiInit); + _ = c.cImGui_vk_Init(&imguiInit, vkCast(c.VkRenderPass, ctx.renderPass)); + + // try ctx.start_upload_context(&ctx.uploadContext); + try ctx.uploader.startUploadContext(); + _ = c.cImGui_vk_CreateFontsTexture(vkCast(c.VkCommandBuffer, ctx.uploader.commandBuffer)); + try ctx.uploader.finishUploadContext(); + _ = c.cImGui_vk_DestroyFontUploadObjects(); + + _ = c.SetupImguiColors(); + + c.cimgui_vk_PrepareSharedData(); + + try self.ctx.registerRendererPlugin(self); + } + + pub fn onRendererTeardown(self: *Self) void { + c.cImGui_vk_Shutdown(); + _ = self; + } + + pub fn deinit(self: *Self) void { + const ctx = self.ctx; + ctx.vkd.deviceWaitIdle(ctx.dev) catch unreachable; + // ctx.vkd.destroyDescriptorPool(ctx.dev, self.descriptorPool, null); + self.allocator.destroy(self); + } +}; + +export fn checkVkResult(result: c_int) void { + const r: vk.Result = @enumFromInt(result); + if (r == vk.Result.success) + return; + + core.graphics_log("This is a big problem, imgui call result: {any}", .{r}); + unreachable; +} + +pub fn start_module(comptime programSpec: anytype, args: anytype, allocator: std.mem.Allocator) !void { + _ = args; + _ = programSpec; + _ = allocator; + if (core.isUtility()) { + return; + } + const neonVkImgui = try core.createObject(NeonVkImGui, .{}); + try neonVkImgui.setup(graphics.getContext()); +} + +pub fn shutdown_module(allocator: std.mem.Allocator) void { + _ = allocator; +} diff --git a/lib/cimgui/_archive/vkImguiApi.zig b/lib/cimgui/_archive/vkImguiApi.zig new file mode 100644 index 0000000..d667f4f --- /dev/null +++ b/lib/cimgui/_archive/vkImguiApi.zig @@ -0,0 +1,2 @@ +const vkImgui = @import("vkImgui.zig"); +pub const c = vkImgui.c; diff --git a/lib/cimgui/build.zig b/lib/cimgui/build.zig new file mode 100644 index 0000000..d749673 --- /dev/null +++ b/lib/cimgui/build.zig @@ -0,0 +1,73 @@ +const std = @import("std"); + +// very tiny, not intended to build anything just to run tests linked with libc +pub fn build(b: *std.Build) void { + const target = b.standardTargetOptions(.{}); + const optimize = b.standardOptimizeOption(.{}); + + const mod = b.addModule("cimgui", .{ + .target = target, + .optimize = optimize, + .link_libc = true, + .root_source_file = b.path("src/cimgui.zig"), + }); + + const cimgui = b.addStaticLibrary(.{ + .name = "cimgui", + .target = target, + .optimize = optimize, + }); + + cimgui.linkLibC(); + + if (target.result.abi != .msvc) + cimgui.linkLibCpp(); + + cimgui.addIncludePath(b.path("cimgui")); + cimgui.addIncludePath(b.path("cimplot")); + cimgui.addIncludePath(b.path("cimgui/imgui")); + cimgui.addIncludePath(b.path("cimgui/imgui/backends")); + cimgui.addIncludePath(b.path("cimgui/imgui/backends")); + cimgui.addIncludePath(b.path("cimgui/SDL/include/")); + + cimgui.addCSourceFiles(.{ + .root = b.path("cimgui/imgui"), + .files = &[_][]const u8{ + "cimgui.cpp", + // "cimgui_compat.cpp", replace with cimgui_compat_sdlgpu + "imgui.cpp", + "imgui_demo.cpp", + "imgui_draw.cpp", + "imgui_tables.cpp", + "imgui_widgets.cpp", + "backends/imgui_impl_sdl3.cpp", + "backends/imgui_impl_sdlgpu3.cpp", + }, + }); + + cimgui.addCSourceFiles(.{ + .root = b.path("cimplot"), + .files = &[_][]const u8{ + "cimplot.cpp", + "implot/implot.cpp", + "implot/implot_demo.cpp", + "implot/implot_items.cpp", + }, + }); + + mod.linkLibrary(cimgui); + + // I could've made cimgui a seperate lib, + // I can seperate it out later if needed. + const test_step = b.step("test", "run unit tests for imgui"); + const tests = b.addTest(.{ + .target = target, + .optimize = optimize, + .root_source_file = b.path("tests/tests.zig"), + }); + + tests.root_module.addImport("cimgui", mod); + const runArtifact = b.addRunArtifact(tests); + test_step.dependOn(&runArtifact.step); + b.installArtifact(tests); +} diff --git a/lib/cimgui/build.zig.zon b/lib/cimgui/build.zig.zon new file mode 100644 index 0000000..1a370b8 --- /dev/null +++ b/lib/cimgui/build.zig.zon @@ -0,0 +1,11 @@ +.{ + .name = .imgui, + .version = "0.0.0", + .dependencies = .{ + .core = .{ .path = "../core" }, + }, + .paths = .{ + "", + }, + .fingerprint = 0xb0f24415f7448e77, +} diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL.h new file mode 100644 index 0000000..9d21688 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL.h @@ -0,0 +1,90 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Main include header for the SDL library, version 3.2.10 + * + * It is almost always best to include just this one header instead of + * picking out individual headers included here. There are exceptions to + * this rule--SDL_main.h is special and not included here--but usually + * letting SDL.h include the kitchen sink for you is the correct approach. + */ + +#ifndef SDL_h_ +#define SDL_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#endif /* SDL_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_assert.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_assert.h new file mode 100644 index 0000000..6c90acc --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_assert.h @@ -0,0 +1,662 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryAssert + * + * A helpful assertion macro! + * + * SDL assertions operate like your usual `assert` macro, but with some added + * features: + * + * - It uses a trick with the `sizeof` operator, so disabled assertions + * vaporize out of the compiled code, but variables only referenced in the + * assertion won't trigger compiler warnings about being unused. + * - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else + * do_something();` + * - It works the same everywhere, instead of counting on various platforms' + * compiler and C runtime to behave. + * - It provides multiple levels of assertion (SDL_assert, SDL_assert_release, + * SDL_assert_paranoid) instead of a single all-or-nothing option. + * - It offers a variety of responses when an assertion fails (retry, trigger + * the debugger, abort the program, ignore the failure once, ignore it for + * the rest of the program's run). + * - It tries to show the user a dialog by default, if possible, but the app + * can provide a callback to handle assertion failures however they like. + * - It lets failed assertions be retried. Perhaps you had a network failure + * and just want to retry the test after plugging your network cable back + * in? You can. + * - It lets the user ignore an assertion failure, if there's a harmless + * problem that one can continue past. + * - It lets the user mark an assertion as ignored for the rest of the + * program's run; if there's a harmless problem that keeps popping up. + * - It provides statistics and data on all failed assertions to the app. + * - It allows the default assertion handler to be controlled with environment + * variables, in case an automated script needs to control it. + * - It can be used as an aid to Clang's static analysis; it will treat SDL + * assertions as universally true (under the assumption that you are serious + * about the asserted claims and that your debug builds will detect when + * these claims were wrong). This can help the analyzer avoid false + * positives. + * + * To use it: compile a debug build and just sprinkle around tests to check + * your code! + */ + +#ifndef SDL_assert_h_ +#define SDL_assert_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * The level of assertion aggressiveness. + * + * This value changes depending on compiler options and other preprocessor + * defines. + * + * It is currently one of the following values, but future SDL releases might + * add more: + * + * - 0: All SDL assertion macros are disabled. + * - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled. + * - 2: Debug settings: SDL_assert and SDL_assert_release enabled. + * - 3: Paranoid settings: All SDL assertion macros enabled, including + * SDL_assert_paranoid. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors + +#elif !defined(SDL_ASSERT_LEVEL) +#ifdef SDL_DEFAULT_ASSERT_LEVEL +#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL +#elif defined(_DEBUG) || defined(DEBUG) || \ + (defined(__GNUC__) && !defined(__OPTIMIZE__)) +#define SDL_ASSERT_LEVEL 2 +#else +#define SDL_ASSERT_LEVEL 1 +#endif +#endif + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Attempt to tell an attached debugger to pause. + * + * This allows an app to programmatically halt ("break") the debugger as if it + * had hit a breakpoint, allowing the developer to examine program state, etc. + * + * This is a macro--not a function--so that the debugger breaks on the source + * code line that used SDL_TriggerBreakpoint and not in some random guts of + * SDL. SDL_assert uses this macro for the same reason. + * + * If the program is not running under a debugger, SDL_TriggerBreakpoint will + * likely terminate the app, possibly without warning. If the current platform + * isn't supported, this macro is left undefined. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner + +#elif defined(_MSC_VER) && _MSC_VER >= 1310 + /* Don't include intrin.h here because it contains C++ code */ + extern void __cdecl __debugbreak(void); + #define SDL_TriggerBreakpoint() __debugbreak() +#elif defined(_MSC_VER) && defined(_M_IX86) + #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } +#elif defined(ANDROID) + #include + #define SDL_TriggerBreakpoint() assert(0) +#elif SDL_HAS_BUILTIN(__builtin_debugtrap) + #define SDL_TriggerBreakpoint() __builtin_debugtrap() +#elif SDL_HAS_BUILTIN(__builtin_trap) + #define SDL_TriggerBreakpoint() __builtin_trap() +#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__)) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" ) +#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" ) +#elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */ + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" ) +#elif defined(SDL_PLATFORM_APPLE) && defined(__arm__) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" ) +#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) ) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" ) +#elif defined(__GNUC__) || defined(__clang__) + #define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */ +#elif defined(__386__) && defined(__WATCOMC__) + #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } +#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) + #include + #define SDL_TriggerBreakpoint() raise(SIGTRAP) +#else + /* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */ +#endif + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro that reports the current function being compiled. + * + * If SDL can't figure how the compiler reports this, it will use "???". + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FUNCTION __FUNCTION__ + +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */ +# define SDL_FUNCTION __func__ +#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__)) +# define SDL_FUNCTION __FUNCTION__ +#else +# define SDL_FUNCTION "???" +#endif + +/** + * A macro that reports the current file being compiled. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FILE __FILE__ + +/** + * A macro that reports the current line number of the file being compiled. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_LINE __LINE__ + +/* +sizeof (x) makes the compiler still parse the expression even without +assertions enabled, so the code is always checked at compile time, but +doesn't actually generate code for it, so there are no side effects or +expensive checks at run time, just the constant size of what x WOULD be, +which presumably gets optimized out as unused. +This also solves the problem of... + + int somevalue = blah(); + SDL_assert(somevalue == 1); + +...which would cause compiles to complain that somevalue is unused if we +disable assertions. +*/ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro for wrapping code in `do {} while (0);` without compiler warnings. + * + * Visual Studio with really aggressive warnings enabled needs this to avoid + * compiler complaints. + * + * the `do {} while (0);` trick is useful for wrapping code in a macro that + * may or may not be a single statement, to avoid various C language + * accidents. + * + * To use: + * + * ```c + * do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0)); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NULL_WHILE_LOOP_CONDITION (0) + +#elif defined(_MSC_VER) /* Avoid /W4 warnings. */ +/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking + this condition isn't constant. And looks like an owl's face! */ +#define SDL_NULL_WHILE_LOOP_CONDITION (0,0) +#else +#define SDL_NULL_WHILE_LOOP_CONDITION (0) +#endif + +/** + * The macro used when an assertion is disabled. + * + * This isn't for direct use by apps, but this is the code that is inserted + * when an SDL_assert is disabled (perhaps in a release build). + * + * The code does nothing, but wraps `condition` in a sizeof operator, which + * generates no code and has no side effects, but avoid compiler warnings + * about unused variables. + * + * \param condition the condition to assert (but not actually run here). + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_disabled_assert(condition) \ + do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION) + +/** + * Possible outcomes from a triggered assertion. + * + * When an enabled assertion triggers, it may call the assertion handler + * (possibly one provided by the app via SDL_SetAssertionHandler), which will + * return one of these values, possibly after asking the user. + * + * Then SDL will respond based on this outcome (loop around to retry the + * condition, try to break in a debugger, kill the program, or ignore the + * problem). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AssertState +{ + SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */ + SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */ + SDL_ASSERTION_ABORT, /**< Terminate the program. */ + SDL_ASSERTION_IGNORE, /**< Ignore the assert. */ + SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */ +} SDL_AssertState; + +/** + * Information about an assertion failure. + * + * This structure is filled in with information about a triggered assertion, + * used by the assertion handler, then added to the assertion report. This is + * returned as a linked list from SDL_GetAssertionReport(). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_AssertData +{ + bool always_ignore; /**< true if app should always continue when assertion is triggered. */ + unsigned int trigger_count; /**< Number of times this assertion has been triggered. */ + const char *condition; /**< A string of this assert's test code. */ + const char *filename; /**< The source file where this assert lives. */ + int linenum; /**< The line in `filename` where this assert lives. */ + const char *function; /**< The name of the function where this assert lives. */ + const struct SDL_AssertData *next; /**< next item in the linked list. */ +} SDL_AssertData; + +/** + * Never call this directly. + * + * Use the SDL_assert macros instead. + * + * \param data assert data structure. + * \param func function name. + * \param file file name. + * \param line line number. + * \returns assert state. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data, + const char *func, + const char *file, int line) SDL_ANALYZER_NORETURN; + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * The macro used when an assertion triggers a breakpoint. + * + * This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint + * instead. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint() + +#elif !defined(SDL_AssertBreakpoint) +# if defined(ANDROID) && defined(assert) + /* Define this as empty in case assert() is defined as SDL_assert */ +# define SDL_AssertBreakpoint() +# else +# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint() +# endif +#endif /* !SDL_AssertBreakpoint */ + +/** + * The macro used when an assertion is enabled. + * + * This isn't for direct use by apps, but this is the code that is inserted + * when an SDL_assert is enabled. + * + * The `do {} while(0)` avoids dangling else problems: + * + * ```c + * if (x) SDL_assert(y); else blah(); + * ``` + * + * ... without the do/while, the "else" could attach to this macro's "if". We + * try to handle just the minimum we need here in a macro...the loop, the + * static vars, and break points. The heavy lifting is handled in + * SDL_ReportAssertion(). + * + * \param condition the condition to assert. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_enabled_assert(condition) \ + do { \ + while ( !(condition) ) { \ + static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \ + const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \ + if (sdl_assert_state == SDL_ASSERTION_RETRY) { \ + continue; /* go again. */ \ + } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \ + SDL_AssertBreakpoint(); \ + } \ + break; /* not retrying. */ \ + } \ + } while (SDL_NULL_WHILE_LOOP_CONDITION) + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * An assertion test that is normally performed only in debug builds. + * + * This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is + * disabled. This is meant to only do these tests in debug builds, so they can + * tend to be more expensive, and they are meant to bring everything to a halt + * when they fail, with the programmer there to assess the problem. + * + * In short: you can sprinkle these around liberally and assume they will + * evaporate out of the build when building for end-users. + * + * When assertions are disabled, this wraps `condition` in a `sizeof` + * operator, which means any function calls and side effects will not run, but + * the compiler will not complain about any otherwise-unused variables that + * are only referenced in the assertion. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; } + +/** + * An assertion test that is performed even in release builds. + * + * This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is + * disabled. This is meant to be for tests that are cheap to make and + * extremely unlikely to fail; generally it is frowned upon to have an + * assertion failure in a release build, so these assertions generally need to + * be of more than life-and-death importance if there's a chance they might + * trigger. You should almost always consider handling these cases more + * gracefully than an assert allows. + * + * When assertions are disabled, this wraps `condition` in a `sizeof` + * operator, which means any function calls and side effects will not run, but + * the compiler will not complain about any otherwise-unused variables that + * are only referenced in the assertion. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * * + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert_release(condition) SDL_disabled_assert(condition) + +/** + * An assertion test that is performed only when built with paranoid settings. + * + * This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is + * disabled. This is a higher level than both release and debug, so these + * tests are meant to be expensive and only run when specifically looking for + * extremely unexpected failure cases in a special build. + * + * When assertions are disabled, this wraps `condition` in a `sizeof` + * operator, which means any function calls and side effects will not run, but + * the compiler will not complain about any otherwise-unused variables that + * are only referenced in the assertion. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) + +/* Enable various levels of assertions. */ +#elif SDL_ASSERT_LEVEL == 0 /* assertions disabled */ +# define SDL_assert(condition) SDL_disabled_assert(condition) +# define SDL_assert_release(condition) SDL_disabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 1 /* release settings. */ +# define SDL_assert(condition) SDL_disabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 2 /* debug settings. */ +# define SDL_assert(condition) SDL_enabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */ +# define SDL_assert(condition) SDL_enabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition) +#else +# error Unknown assertion level. +#endif + +/** + * An assertion test that is always performed. + * + * This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You + * almost never want to use this, as it could trigger on an end-user's system, + * crashing your program. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert_always(condition) SDL_enabled_assert(condition) + + +/** + * A callback that fires when an SDL assertion fails. + * + * \param data a pointer to the SDL_AssertData structure corresponding to the + * current assertion. + * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler(). + * \returns an SDL_AssertState value indicating how to handle the failure. + * + * \threadsafety This callback may be called from any thread that triggers an + * assert at any time. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( + const SDL_AssertData *data, void *userdata); + +/** + * Set an application-defined assertion handler. + * + * This function allows an application to show its own assertion UI and/or + * force the response to an assertion failure. If the application doesn't + * provide this, SDL will try to do the right thing, popping up a + * system-specific GUI dialog, and probably minimizing any fullscreen windows. + * + * This callback may fire from any thread, but it runs wrapped in a mutex, so + * it will only fire from one thread at a time. + * + * This callback is NOT reset to SDL's internal handler upon SDL_Quit()! + * + * \param handler the SDL_AssertionHandler function to call when an assertion + * fails or NULL for the default handler. + * \param userdata a pointer that is passed to `handler`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAssertionHandler + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler( + SDL_AssertionHandler handler, + void *userdata); + +/** + * Get the default assertion handler. + * + * This returns the function pointer that is called by default when an + * assertion is triggered. This is an internal function provided by SDL, that + * is used for assertions when SDL_SetAssertionHandler() hasn't been used to + * provide a different function. + * + * \returns the default SDL_AssertionHandler that is called when an assert + * triggers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAssertionHandler + */ +extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void); + +/** + * Get the current assertion handler. + * + * This returns the function pointer that is called when an assertion is + * triggered. This is either the value last passed to + * SDL_SetAssertionHandler(), or if no application-specified function is set, + * is equivalent to calling SDL_GetDefaultAssertionHandler(). + * + * The parameter `puserdata` is a pointer to a void*, which will store the + * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value + * will always be NULL for the default handler. If you don't care about this + * data, it is safe to pass a NULL pointer to this function to ignore it. + * + * \param puserdata pointer which is filled with the "userdata" pointer that + * was passed to SDL_SetAssertionHandler(). + * \returns the SDL_AssertionHandler that is called when an assert triggers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAssertionHandler + */ +extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata); + +/** + * Get a list of all assertion failures. + * + * This function gets all assertions triggered since the last call to + * SDL_ResetAssertionReport(), or the start of the program. + * + * The proper way to examine this data looks something like this: + * + * ```c + * const SDL_AssertData *item = SDL_GetAssertionReport(); + * while (item) { + * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n", + * item->condition, item->function, item->filename, + * item->linenum, item->trigger_count, + * item->always_ignore ? "yes" : "no"); + * item = item->next; + * } + * ``` + * + * \returns a list of all failed assertions or NULL if the list is empty. This + * memory should not be modified or freed by the application. This + * pointer remains valid until the next call to SDL_Quit() or + * SDL_ResetAssertionReport(). + * + * \threadsafety This function is not thread safe. Other threads calling + * SDL_ResetAssertionReport() simultaneously, may render the + * returned pointer invalid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResetAssertionReport + */ +extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); + +/** + * Clear the list of all assertion failures. + * + * This function will clear the list of all assertions triggered up to that + * point. Immediately following this call, SDL_GetAssertionReport will return + * no items. In addition, any previously-triggered assertions will be reset to + * a trigger_count of zero, and their always_ignore state will be false. + * + * \threadsafety This function is not thread safe. Other threads triggering an + * assertion, or simultaneously calling this function may cause + * memory leaks or crashes. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAssertionReport + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_assert_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_asyncio.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_asyncio.h new file mode 100644 index 0000000..b36cb07 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_asyncio.h @@ -0,0 +1,546 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: AsyncIO */ + +/** + * # CategoryAsyncIO + * + * SDL offers a way to perform I/O asynchronously. This allows an app to read + * or write files without waiting for data to actually transfer; the functions + * that request I/O never block while the request is fulfilled. + * + * Instead, the data moves in the background and the app can check for results + * at their leisure. + * + * This is more complicated than just reading and writing files in a + * synchronous way, but it can allow for more efficiency, and never having + * framerate drops as the hard drive catches up, etc. + * + * The general usage pattern for async I/O is: + * + * - Create one or more SDL_AsyncIOQueue objects. + * - Open files with SDL_AsyncIOFromFile. + * - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO, + * putting those tasks into one of the queues. + * - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is + * finished without blocking. Tasks might finish in any order with success + * or failure. + * - When all your tasks are done, close the file with SDL_CloseAsyncIO. This + * also generates a task, since it might flush data to disk! + * + * This all works, without blocking, in a single thread, but one can also wait + * on a queue in a background thread, sleeping until new results have arrived: + * + * - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block + * until new tasks complete. + * - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping + * threads despite there being no new tasks completed. + * + * And, of course, to match the synchronous SDL_LoadFile, we offer + * SDL_LoadFileAsync as a convenience function. This will handle allocating a + * buffer, slurping in the file data, and null-terminating it; you still check + * for results later. + * + * Behind the scenes, SDL will use newer, efficient APIs on platforms that + * support them: Linux's io_uring and Windows 11's IoRing, for example. If + * those technologies aren't available, SDL will offload the work to a thread + * pool that will manage otherwise-synchronous loads without blocking the app. + * + * ## Best Practices + * + * Simple non-blocking I/O--for an app that just wants to pick up data + * whenever it's ready without losing framerate waiting on disks to spin--can + * use whatever pattern works well for the program. In this case, simply call + * SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call + * SDL_GetAsyncIOResult to check for any completed tasks and deal with the + * data as it arrives. + * + * If two separate pieces of the same program need their own I/O, it is legal + * for each to create their own queue. This will prevent either piece from + * accidentally consuming the other's completed tasks. Each queue does require + * some amount of resources, but it is not an overwhelming cost. Do not make a + * queue for each task, however. It is better to put many tasks into a single + * queue. They will be reported in order of completion, not in the order they + * were submitted, so it doesn't generally matter what order tasks are + * started. + * + * One async I/O queue can be shared by multiple threads, or one thread can + * have more than one queue, but the most efficient way--if ruthless + * efficiency is the goal--is to have one queue per thread, with multiple + * threads working in parallel, and attempt to keep each queue loaded with + * tasks that are both started by and consumed by the same thread. On modern + * platforms that can use newer interfaces, this can keep data flowing as + * efficiently as possible all the way from storage hardware to the app, with + * no contention between threads for access to the same queue. + * + * Written data is not guaranteed to make it to physical media by the time a + * closing task is completed, unless SDL_CloseAsyncIO is called with its + * `flush` parameter set to true, which is to say that a successful result + * here can still result in lost data during an unfortunately-timed power + * outage if not flushed. However, flushing will take longer and may be + * unnecessary, depending on the app's needs. + */ + +#ifndef SDL_asyncio_h_ +#define SDL_asyncio_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The asynchronous I/O operation structure. + * + * This operates as an opaque handle. One can then request read or write + * operations on it. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AsyncIOFromFile + */ +typedef struct SDL_AsyncIO SDL_AsyncIO; + +/** + * Types of asynchronous I/O tasks. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AsyncIOTaskType +{ + SDL_ASYNCIO_TASK_READ, /**< A read operation. */ + SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */ + SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */ +} SDL_AsyncIOTaskType; + +/** + * Possible outcomes of an asynchronous I/O task. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AsyncIOResult +{ + SDL_ASYNCIO_COMPLETE, /**< request was completed without error */ + SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */ + SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */ +} SDL_AsyncIOResult; + +/** + * Information about a completed asynchronous I/O request. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_AsyncIOOutcome +{ + SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */ + SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */ + SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */ + void *buffer; /**< buffer where data was read/written. */ + Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */ + Uint64 bytes_requested; /**< number of bytes the task was to read/write. */ + Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */ + void *userdata; /**< pointer provided by the app when starting the task */ +} SDL_AsyncIOOutcome; + +/** + * A queue of completed asynchronous I/O tasks. + * + * When starting an asynchronous operation, you specify a queue for the new + * task. A queue can be asked later if any tasks in it have completed, + * allowing an app to manage multiple pending tasks in one place, in whatever + * order they complete. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateAsyncIOQueue + * \sa SDL_ReadAsyncIO + * \sa SDL_WriteAsyncIO + * \sa SDL_GetAsyncIOResult + * \sa SDL_WaitAsyncIOResult + */ +typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue; + +/** + * Use this function to create a new SDL_AsyncIO object for reading from + * and/or writing to a named file. + * + * The `mode` string understands the following values: + * + * - "r": Open a file for reading only. It must exist. + * - "w": Open a file for writing only. It will create missing files or + * truncate existing ones. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * + * There is no "b" mode, as there is only "binary" style I/O, and no "a" mode + * for appending, since you specify the position when starting a task. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * This call is _not_ asynchronous; it will open the file before returning, + * under the assumption that doing so is generally a fast operation. Future + * reads and writes to the opened file will be async, however. + * + * \param file a UTF-8 string representing the filename to open. + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_AsyncIO structure that is created or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseAsyncIO + * \sa SDL_ReadAsyncIO + * \sa SDL_WriteAsyncIO + */ +extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode); + +/** + * Use this function to get the size of the data stream in an SDL_AsyncIO. + * + * This call is _not_ asynchronous; it assumes that obtaining this info is a + * non-blocking operation in most reasonable cases. + * + * \param asyncio the SDL_AsyncIO to get the size of the data stream from. + * \returns the size of the data stream in the SDL_IOStream on success or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio); + +/** + * Start an async read. + * + * This function reads up to `size` bytes from `offset` position in the data + * source to the area pointed at by `ptr`. This function may read less bytes + * than requested. + * + * This function returns as quickly as possible; it does not wait for the read + * to complete. On a successful return, this work will continue in the + * background. If the work begins, even failure is asynchronous: a failing + * return value from this function only means the work couldn't start at all. + * + * `ptr` must remain available until the work is done, and may be accessed by + * the system at any time until then. Do not allocate it on the stack, as this + * might take longer than the life of the calling function to complete! + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param asyncio a pointer to an SDL_AsyncIO structure. + * \param ptr a pointer to a buffer to read data into. + * \param offset the position to start reading in the data source. + * \param size the number of bytes to read from the data source. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WriteAsyncIO + * \sa SDL_CreateAsyncIOQueue + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata); + +/** + * Start an async write. + * + * This function writes `size` bytes from `offset` position in the data source + * to the area pointed at by `ptr`. + * + * This function returns as quickly as possible; it does not wait for the + * write to complete. On a successful return, this work will continue in the + * background. If the work begins, even failure is asynchronous: a failing + * return value from this function only means the work couldn't start at all. + * + * `ptr` must remain available until the work is done, and may be accessed by + * the system at any time until then. Do not allocate it on the stack, as this + * might take longer than the life of the calling function to complete! + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param asyncio a pointer to an SDL_AsyncIO structure. + * \param ptr a pointer to a buffer to write data from. + * \param offset the position to start writing to the data source. + * \param size the number of bytes to write to the data source. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ReadAsyncIO + * \sa SDL_CreateAsyncIOQueue + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata); + +/** + * Close and free any allocated resources for an async I/O object. + * + * Closing a file is _also_ an asynchronous task! If a write failure were to + * happen during the closing process, for example, the task results will + * report it as usual. + * + * Closing a file that has been written to does not guarantee the data has + * made it to physical media; it may remain in the operating system's file + * cache, for later writing to disk. This means that a successfully-closed + * file can be lost if the system crashes or loses power in this small window. + * To prevent this, call this function with the `flush` parameter set to true. + * This will make the operation take longer, and perhaps increase system load + * in general, but a successful result guarantees that the data has made it to + * physical storage. Don't use this for temporary files, caches, and + * unimportant data, and definitely use it for crucial irreplaceable files, + * like game saves. + * + * This function guarantees that the close will happen after any other pending + * tasks to `asyncio`, so it's safe to open a file, start several operations, + * close the file immediately, then check for all results later. This function + * will not block until the tasks have completed. + * + * Once this function returns true, `asyncio` is no longer valid, regardless + * of any future outcomes. Any completed tasks might still contain this + * pointer in their SDL_AsyncIOOutcome data, in case the app was using this + * value to track information, but it should not be used again. + * + * If this function returns false, the close wasn't started at all, and it's + * safe to attempt to close again later. + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param asyncio a pointer to an SDL_AsyncIO structure to close. + * \param flush true if data should sync to disk before the task completes. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, but two + * threads should not attempt to close the same object. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata); + +/** + * Create a task queue for tracking multiple I/O operations. + * + * Async I/O operations are assigned to a queue when started. The queue can be + * checked for completed tasks thereafter. + * + * \returns a new task queue object or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyAsyncIOQueue + * \sa SDL_GetAsyncIOResult + * \sa SDL_WaitAsyncIOResult + */ +extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void); + +/** + * Destroy a previously-created async I/O task queue. + * + * If there are still tasks pending for this queue, this call will block until + * those tasks are finished. All those tasks will be deallocated. Their + * results will be lost to the app. + * + * Any pending reads from SDL_LoadFileAsync() that are still in this queue + * will have their buffers deallocated by this function, to prevent a memory + * leak. + * + * Once this function is called, the queue is no longer valid and should not + * be used, including by other threads that might access it while destruction + * is blocking on pending tasks. + * + * Do not destroy a queue that still has threads waiting on it through + * SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to + * unblock those threads, and take measures (such as SDL_WaitThread()) to make + * sure they have finished their wait and won't wait on the queue again. + * + * \param queue the task queue to destroy. + * + * \threadsafety It is safe to call this function from any thread, so long as + * no other thread is waiting on the queue with + * SDL_WaitAsyncIOResult. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue); + +/** + * Query an async I/O task queue for completed tasks. + * + * If a task assigned to this queue has finished, this will return true and + * fill in `outcome` with the details of the task. If no task in the queue has + * finished, this function will return false. This function does not block. + * + * If a task has completed, this function will free its resources and the task + * pointer will no longer be valid. The task will be removed from the queue. + * + * It is safe for multiple threads to call this function on the same queue at + * once; a completed task will only go to one of the threads. + * + * \param queue the async I/O task queue to query. + * \param outcome details of a finished task will be written here. May not be + * NULL. + * \returns true if a task has completed, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAsyncIOResult + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome); + +/** + * Block until an async I/O task queue has a completed task. + * + * This function puts the calling thread to sleep until there a task assigned + * to the queue that has finished. + * + * If a task assigned to the queue has finished, this will return true and + * fill in `outcome` with the details of the task. If no task in the queue has + * finished, this function will return false. + * + * If a task has completed, this function will free its resources and the task + * pointer will no longer be valid. The task will be removed from the queue. + * + * It is safe for multiple threads to call this function on the same queue at + * once; a completed task will only go to one of the threads. + * + * Note that by the nature of various platforms, more than one waiting thread + * may wake to handle a single task, but only one will obtain it, so + * `timeoutMS` is a _maximum_ wait time, and this function may return false + * sooner. + * + * This function may return false if there was a system error, the OS + * inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was + * called to wake up all waiting threads without a finished task. + * + * A timeout can be used to specify a maximum wait time, but rather than + * polling, it is possible to have a timeout of -1 to wait forever, and use + * SDL_SignalAsyncIOQueue() to wake up the waiting threads later. + * + * \param queue the async I/O task queue to wait on. + * \param outcome details of a finished task will be written here. May not be + * NULL. + * \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait + * indefinitely. + * \returns true if task has completed, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalAsyncIOQueue + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS); + +/** + * Wake up any threads that are blocking in SDL_WaitAsyncIOResult(). + * + * This will unblock any threads that are sleeping in a call to + * SDL_WaitAsyncIOResult for the specified queue, and cause them to return + * from that function. + * + * This can be useful when destroying a queue to make sure nothing is touching + * it indefinitely. In this case, once this call completes, the caller should + * take measures to make sure any previously-blocked threads have returned + * from their wait and will not touch the queue again (perhaps by setting a + * flag to tell the threads to terminate and then using SDL_WaitThread() to + * make sure they've done so). + * + * \param queue the async I/O task queue to signal. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAsyncIOResult + */ +extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue); + +/** + * Load all the data from a file path, asynchronously. + * + * This function returns as quickly as possible; it does not wait for the read + * to complete. On a successful return, this work will continue in the + * background. If the work begins, even failure is asynchronous: a failing + * return value from this function only means the work couldn't start at all. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in SDL_AsyncIOOutcome's + * bytes_transferred value. + * + * This function will allocate the buffer to contain the file. It must be + * deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field + * after completion. + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param file the path to read all available data from. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFile_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_asyncio_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_atomic.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_atomic.h new file mode 100644 index 0000000..78b5e0f --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_atomic.h @@ -0,0 +1,664 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryAtomic + * + * Atomic operations. + * + * IMPORTANT: If you are not an expert in concurrent lockless programming, you + * should not be using any functions in this file. You should be protecting + * your data structures with full mutexes instead. + * + * ***Seriously, here be dragons!*** + * + * You can find out a little more about lockless programming and the subtle + * issues that can arise here: + * https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming + * + * There's also lots of good information here: + * + * - https://www.1024cores.net/home/lock-free-algorithms + * - https://preshing.com/ + * + * These operations may or may not actually be implemented using processor + * specific atomic operations. When possible they are implemented as true + * processor specific atomic operations. When that is not possible the are + * implemented using locks that *do* use the available atomic operations. + * + * All of the atomic operations that modify memory are full memory barriers. + */ + +#ifndef SDL_atomic_h_ +#define SDL_atomic_h_ + +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An atomic spinlock. + * + * The atomic locks are efficient spinlocks using CPU instructions, but are + * vulnerable to starvation and can spin forever if a thread holding a lock + * has been terminated. For this reason you should minimize the code executed + * inside an atomic lock and never do expensive things like API or system + * calls while holding them. + * + * They are also vulnerable to starvation if the thread holding the lock is + * lower priority than other threads and doesn't get scheduled. In general you + * should use mutexes instead, since they have better performance and + * contention behavior. + * + * The atomic locks are not safe to lock recursively. + * + * Porting Note: The spin lock functions and type are required and can not be + * emulated because they are used in the atomic emulation code. + */ +typedef int SDL_SpinLock; + +/** + * Try to lock a spin lock by setting it to a non-zero value. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable. + * \returns true if the lock succeeded, false if the lock is already held. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockSpinlock + * \sa SDL_UnlockSpinlock + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock); + +/** + * Lock a spin lock by setting it to a non-zero value. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TryLockSpinlock + * \sa SDL_UnlockSpinlock + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock); + +/** + * Unlock a spin lock by setting it to 0. + * + * Always returns immediately. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockSpinlock + * \sa SDL_TryLockSpinlock + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock); + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Mark a compiler barrier. + * + * A compiler barrier prevents the compiler from reordering reads and writes + * to globally visible variables across the call. + * + * This macro only prevents the compiler from reordering reads and writes, it + * does not prevent the CPU from reordering reads and writes. However, all of + * the atomic operations that modify memory are full memory barriers. + * + * \threadsafety Obviously this macro is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier() + +#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__) +void _ReadWriteBarrier(void); +#pragma intrinsic(_ReadWriteBarrier) +#define SDL_CompilerBarrier() _ReadWriteBarrier() +#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) +/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ +#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") +#elif defined(__WATCOMC__) +extern __inline void SDL_CompilerBarrier(void); +#pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; +#else +#define SDL_CompilerBarrier() \ +{ SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); } +#endif + +/** + * Insert a memory release barrier (function version). + * + * Please refer to SDL_MemoryBarrierRelease for details. This is a function + * version, which might be useful if you need to use this functionality from a + * scripting language, etc. Also, some of the macro versions call this + * function behind the scenes, where more heavy lifting can happen inside of + * SDL. Generally, though, an app written in C/C++/etc should use the macro + * version, as it will be more efficient. + * + * \threadsafety Obviously this function is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierRelease + */ +extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); + +/** + * Insert a memory acquire barrier (function version). + * + * Please refer to SDL_MemoryBarrierRelease for details. This is a function + * version, which might be useful if you need to use this functionality from a + * scripting language, etc. Also, some of the macro versions call this + * function behind the scenes, where more heavy lifting can happen inside of + * SDL. Generally, though, an app written in C/C++/etc should use the macro + * version, as it will be more efficient. + * + * \threadsafety Obviously this function is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierAcquire + */ +extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Insert a memory release barrier (macro version). + * + * Memory barriers are designed to prevent reads and writes from being + * reordered by the compiler and being seen out of order on multi-core CPUs. + * + * A typical pattern would be for thread A to write some data and a flag, and + * for thread B to read the flag and get the data. In this case you would + * insert a release barrier between writing the data and the flag, + * guaranteeing that the data write completes no later than the flag is + * written, and you would insert an acquire barrier between reading the flag + * and reading the data, to ensure that all the reads associated with the flag + * have completed. + * + * In this pattern you should always see a release barrier paired with an + * acquire barrier and you should gate the data reads/writes with a single + * flag variable. + * + * For more information on these semantics, take a look at the blog post: + * http://preshing.com/20120913/acquire-and-release-semantics + * + * This is the macro version of this functionality; if possible, SDL will use + * compiler intrinsics or inline assembly, but some platforms might need to + * call the function version of this, SDL_MemoryBarrierReleaseFunction to do + * the heavy lifting. Apps that can use the macro should favor it over the + * function. + * + * \threadsafety Obviously this macro is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierAcquire + * \sa SDL_MemoryBarrierReleaseFunction + */ +#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction() + +/** + * Insert a memory acquire barrier (macro version). + * + * Please see SDL_MemoryBarrierRelease for the details on what memory barriers + * are and when to use them. + * + * This is the macro version of this functionality; if possible, SDL will use + * compiler intrinsics or inline assembly, but some platforms might need to + * call the function version of this, SDL_MemoryBarrierAcquireFunction, to do + * the heavy lifting. Apps that can use the macro should favor it over the + * function. + * + * \threadsafety Obviously this macro is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierRelease + * \sa SDL_MemoryBarrierAcquireFunction + */ +#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction() + +#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory") +#elif defined(__GNUC__) && defined(__aarch64__) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") +#elif defined(__GNUC__) && defined(__arm__) +#if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */ +/* Information from: + https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19 + + The Linux kernel provides a helper function which provides the right code for a memory barrier, + hard-coded at address 0xffff0fa0 +*/ +typedef void (*SDL_KernelMemoryBarrierFunc)(); +#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() +#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() +#else +#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") +#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) +#ifdef __thumb__ +/* The mcr instruction isn't available in thumb mode, use real functions */ +#define SDL_MEMORY_BARRIER_USES_FUNCTION +#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction() +#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction() +#else +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") +#endif /* __thumb__ */ +#else +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory") +#endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */ +#endif /* __GNUC__ && __arm__ */ +#else +#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) +/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */ +#include +#define SDL_MemoryBarrierRelease() __machine_rel_barrier() +#define SDL_MemoryBarrierAcquire() __machine_acq_barrier() +#else +/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */ +#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier() +#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier() +#endif +#endif + +/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */ +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to insert a CPU-specific "pause" instruction into the program. + * + * This can be useful in busy-wait loops, as it serves as a hint to the CPU as + * to the program's intent; some CPUs can use this to do more efficient + * processing. On some platforms, this doesn't do anything, so using this + * macro might just be a harmless no-op. + * + * Note that if you are busy-waiting, there are often more-efficient + * approaches with other synchronization primitives: mutexes, semaphores, + * condition variables, etc. + * + * \threadsafety This macro is safe to use from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay + +#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__)) + #define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */ +#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__) + #define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory") +#elif (defined(__powerpc__) || defined(__powerpc64__)) + #define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27"); +#elif (defined(__riscv) && __riscv_xlen == 64) + #define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010"); +#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64)) + #define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */ +#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64)) + #define SDL_CPUPauseInstruction() __yield() +#elif defined(__WATCOMC__) && defined(__386__) + extern __inline void SDL_CPUPauseInstruction(void); + #pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause" +#else + #define SDL_CPUPauseInstruction() +#endif + + +/** + * A type representing an atomic integer value. + * + * This can be used to manage a value that is synchronized across multiple + * CPUs without a race condition; when an app sets a value with + * SDL_SetAtomicInt all other threads, regardless of the CPU it is running on, + * will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU + * caches, etc. + * + * This is also useful for atomic compare-and-swap operations: a thread can + * change the value as long as its current value matches expectations. When + * done in a loop, one can guarantee data consistency across threads without a + * lock (but the usual warnings apply: if you don't know what you're doing, or + * you don't do it carefully, you can confidently cause any number of + * disasters with this, so in most cases, you _should_ use a mutex instead of + * this!). + * + * This is a struct so people don't accidentally use numeric operations on it + * directly. You have to use SDL atomic functions. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicInt + * \sa SDL_GetAtomicInt + * \sa SDL_SetAtomicInt + * \sa SDL_AddAtomicInt + */ +typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt; + +/** + * Set an atomic variable to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable to be modified. + * \param oldval the old value. + * \param newval the new value. + * \returns true if the atomic variable was set, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicInt + * \sa SDL_SetAtomicInt + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *a, int oldval, int newval); + +/** + * Set an atomic variable to a value. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable to be modified. + * \param v the desired value. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicInt + */ +extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *a, int v); + +/** + * Get the value of an atomic variable. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable. + * \returns the current value of an atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAtomicInt + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *a); + +/** + * Add to an atomic variable. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable to be modified. + * \param v the desired value to add. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AtomicDecRef + * \sa SDL_AtomicIncRef + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v); + +#ifndef SDL_AtomicIncRef + +/** + * Increment an atomic variable used as a reference count. + * + * ***Note: If you don't know what this macro is for, you shouldn't use it!*** + * + * \param a a pointer to an SDL_AtomicInt to increment. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AtomicDecRef + */ +#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1) +#endif + +#ifndef SDL_AtomicDecRef + +/** + * Decrement an atomic variable used as a reference count. + * + * ***Note: If you don't know what this macro is for, you shouldn't use it!*** + * + * \param a a pointer to an SDL_AtomicInt to decrement. + * \returns true if the variable reached zero after decrementing, false + * otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AtomicIncRef + */ +#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1) +#endif + +/** + * A type representing an atomic unsigned 32-bit value. + * + * This can be used to manage a value that is synchronized across multiple + * CPUs without a race condition; when an app sets a value with + * SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on, + * will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU + * caches, etc. + * + * This is also useful for atomic compare-and-swap operations: a thread can + * change the value as long as its current value matches expectations. When + * done in a loop, one can guarantee data consistency across threads without a + * lock (but the usual warnings apply: if you don't know what you're doing, or + * you don't do it carefully, you can confidently cause any number of + * disasters with this, so in most cases, you _should_ use a mutex instead of + * this!). + * + * This is a struct so people don't accidentally use numeric operations on it + * directly. You have to use SDL atomic functions. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicU32 + * \sa SDL_GetAtomicU32 + * \sa SDL_SetAtomicU32 + */ +typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32; + +/** + * Set an atomic variable to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicU32 variable to be modified. + * \param oldval the old value. + * \param newval the new value. + * \returns true if the atomic variable was set, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicU32 + * \sa SDL_SetAtomicU32 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 newval); + +/** + * Set an atomic variable to a value. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicU32 variable to be modified. + * \param v the desired value. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicU32 + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 v); + +/** + * Get the value of an atomic variable. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicU32 variable. + * \returns the current value of an atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAtomicU32 + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a); + +/** + * Set a pointer to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer. + * \param oldval the old pointer value. + * \param newval the new pointer value. + * \returns true if the pointer was set, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicInt + * \sa SDL_GetAtomicPointer + * \sa SDL_SetAtomicPointer + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(void **a, void *oldval, void *newval); + +/** + * Set a pointer to a value atomically. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer. + * \param v the desired pointer value. + * \returns the previous value of the pointer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicPointer + * \sa SDL_GetAtomicPointer + */ +extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(void **a, void *v); + +/** + * Get the value of a pointer atomically. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer. + * \returns the current value of a pointer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicPointer + * \sa SDL_SetAtomicPointer + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif + +#include + +#endif /* SDL_atomic_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_audio.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_audio.h new file mode 100644 index 0000000..c6acf88 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_audio.h @@ -0,0 +1,2200 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryAudio + * + * Audio functionality for the SDL library. + * + * All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play + * or record audio, convert it, stream it, buffer it, or mix it, you're going + * to be passing it through an audio stream. + * + * Audio streams are quite flexible; they can accept any amount of data at a + * time, in any supported format, and output it as needed in any other format, + * even if the data format changes on either side halfway through. + * + * An app opens an audio device and binds any number of audio streams to it, + * feeding more data to the streams as available. When the device needs more + * data, it will pull it from all bound streams and mix them together for + * playback. + * + * Audio streams can also use an app-provided callback to supply data + * on-demand, which maps pretty closely to the SDL2 audio model. + * + * SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO + * if you aren't reading from a file) as a basic means to load sound data into + * your program. + * + * ## Logical audio devices + * + * In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a + * logical device ID that you can bind audio streams to. In almost all cases, + * logical devices can be used anywhere in the API that a physical device is + * normally used. However, since each device opening generates a new logical + * device, different parts of the program (say, a VoIP library, or + * text-to-speech framework, or maybe some other sort of mixer on top of SDL) + * can have their own device opens that do not interfere with each other; each + * logical device will mix its separate audio down to a single buffer, fed to + * the physical device, behind the scenes. As many logical devices as you like + * can come and go; SDL will only have to open the physical device at the OS + * level once, and will manage all the logical devices on top of it + * internally. + * + * One other benefit of logical devices: if you don't open a specific physical + * device, instead opting for the default, SDL can automatically migrate those + * logical devices to different hardware as circumstances change: a user + * plugged in headphones? The system default changed? SDL can transparently + * migrate the logical devices to the correct physical device seamlessly and + * keep playing; the app doesn't even have to know it happened if it doesn't + * want to. + * + * ## Simplified audio + * + * As a simplified model for when a single source of audio is all that's + * needed, an app can use SDL_OpenAudioDeviceStream, which is a single + * function to open an audio device, create an audio stream, bind that stream + * to the newly-opened device, and (optionally) provide a callback for + * obtaining audio data. When using this function, the primary interface is + * the SDL_AudioStream and the device handle is mostly hidden away; destroying + * a stream created through this function will also close the device, stream + * bindings cannot be changed, etc. One other quirk of this is that the device + * is started in a _paused_ state and must be explicitly resumed; this is + * partially to offer a clean migration for SDL2 apps and partially because + * the app might have to do more setup before playback begins; in the + * non-simplified form, nothing will play until a stream is bound to a device, + * so they start _unpaused_. + * + * ## Channel layouts + * + * Audio data passing through SDL is uncompressed PCM data, interleaved. One + * can provide their own decompression through an MP3, etc, decoder, but SDL + * does not provide this directly. Each interleaved channel of data is meant + * to be in a specific order. + * + * Abbreviations: + * + * - FRONT = single mono speaker + * - FL = front left speaker + * - FR = front right speaker + * - FC = front center speaker + * - BL = back left speaker + * - BR = back right speaker + * - SR = surround right speaker + * - SL = surround left speaker + * - BC = back center speaker + * - LFE = low-frequency speaker + * + * These are listed in the order they are laid out in memory, so "FL, FR" + * means "the front left speaker is laid out in memory first, then the front + * right, then it repeats for the next audio frame". + * + * - 1 channel (mono) layout: FRONT + * - 2 channels (stereo) layout: FL, FR + * - 3 channels (2.1) layout: FL, FR, LFE + * - 4 channels (quad) layout: FL, FR, BL, BR + * - 5 channels (4.1) layout: FL, FR, LFE, BL, BR + * - 6 channels (5.1) layout: FL, FR, FC, LFE, BL, BR (last two can also be + * SL, SR) + * - 7 channels (6.1) layout: FL, FR, FC, LFE, BC, SL, SR + * - 8 channels (7.1) layout: FL, FR, FC, LFE, BL, BR, SL, SR + * + * This is the same order as DirectSound expects, but applied to all + * platforms; SDL will swizzle the channels as necessary if a platform expects + * something different. + * + * SDL_AudioStream can also be provided channel maps to change this ordering + * to whatever is necessary, in other audio processing scenarios. + */ + +#ifndef SDL_audio_h_ +#define SDL_audio_h_ + +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Mask of bits in an SDL_AudioFormat that contains the format bit size. + * + * Generally one should use SDL_AUDIO_BITSIZE instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_BITSIZE (0xFFu) + +/** + * Mask of bits in an SDL_AudioFormat that contain the floating point flag. + * + * Generally one should use SDL_AUDIO_ISFLOAT instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_FLOAT (1u<<8) + +/** + * Mask of bits in an SDL_AudioFormat that contain the bigendian flag. + * + * Generally one should use SDL_AUDIO_ISBIGENDIAN or SDL_AUDIO_ISLITTLEENDIAN + * instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12) + +/** + * Mask of bits in an SDL_AudioFormat that contain the signed data flag. + * + * Generally one should use SDL_AUDIO_ISSIGNED instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_SIGNED (1u<<15) + +/** + * Define an SDL_AudioFormat value. + * + * SDL does not support custom audio formats, so this macro is not of much use + * externally, but it can be illustrative as to what the various bits of an + * SDL_AudioFormat mean. + * + * For example, SDL_AUDIO_S32LE looks like this: + * + * ```c + * SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32) + * ``` + * + * \param signed 1 for signed data, 0 for unsigned data. + * \param bigendian 1 for bigendian data, 0 for littleendian data. + * \param flt 1 for floating point data, 0 for integer data. + * \param size number of bits per sample. + * \returns a format value in the style of SDL_AudioFormat. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, flt, size) \ + (((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(flt) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE)) + +/** + * Audio format. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_AUDIO_BITSIZE + * \sa SDL_AUDIO_BYTESIZE + * \sa SDL_AUDIO_ISINT + * \sa SDL_AUDIO_ISFLOAT + * \sa SDL_AUDIO_ISBIGENDIAN + * \sa SDL_AUDIO_ISLITTLEENDIAN + * \sa SDL_AUDIO_ISSIGNED + * \sa SDL_AUDIO_ISUNSIGNED + */ +typedef enum SDL_AudioFormat +{ + SDL_AUDIO_UNKNOWN = 0x0000u, /**< Unspecified audio format */ + SDL_AUDIO_U8 = 0x0008u, /**< Unsigned 8-bit samples */ + /* SDL_DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */ + SDL_AUDIO_S8 = 0x8008u, /**< Signed 8-bit samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */ + SDL_AUDIO_S16LE = 0x8010u, /**< Signed 16-bit samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */ + SDL_AUDIO_S16BE = 0x9010u, /**< As above, but big-endian byte order */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */ + SDL_AUDIO_S32LE = 0x8020u, /**< 32-bit integer samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */ + SDL_AUDIO_S32BE = 0x9020u, /**< As above, but big-endian byte order */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */ + SDL_AUDIO_F32LE = 0x8120u, /**< 32-bit floating point samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */ + SDL_AUDIO_F32BE = 0x9120u, /**< As above, but big-endian byte order */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */ + + /* These represent the current system's byteorder. */ + #if SDL_BYTEORDER == SDL_LIL_ENDIAN + SDL_AUDIO_S16 = SDL_AUDIO_S16LE, + SDL_AUDIO_S32 = SDL_AUDIO_S32LE, + SDL_AUDIO_F32 = SDL_AUDIO_F32LE + #else + SDL_AUDIO_S16 = SDL_AUDIO_S16BE, + SDL_AUDIO_S32 = SDL_AUDIO_S32BE, + SDL_AUDIO_F32 = SDL_AUDIO_F32BE + #endif +} SDL_AudioFormat; + + +/** + * Retrieve the size, in bits, from an SDL_AudioFormat. + * + * For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16. + * + * \param x an SDL_AudioFormat value. + * \returns data size in bits. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE) + +/** + * Retrieve the size, in bytes, from an SDL_AudioFormat. + * + * For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2. + * + * \param x an SDL_AudioFormat value. + * \returns data size in bytes. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8) + +/** + * Determine if an SDL_AudioFormat represents floating point data. + * + * For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is floating point, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT) + +/** + * Determine if an SDL_AudioFormat represents bigendian data. + * + * For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is bigendian, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN) + +/** + * Determine if an SDL_AudioFormat represents littleendian data. + * + * For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is littleendian, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) + +/** + * Determine if an SDL_AudioFormat represents signed data. + * + * For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is signed, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED) + +/** + * Determine if an SDL_AudioFormat represents integer data. + * + * For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is integer, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) + +/** + * Determine if an SDL_AudioFormat represents unsigned data. + * + * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is unsigned, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) + + +/** + * SDL Audio Device instance IDs. + * + * Zero is used to signify an invalid/null device. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_AudioDeviceID; + +/** + * A value used to request a default playback audio device. + * + * Several functions that require an SDL_AudioDeviceID will accept this value + * to signify the app just wants the system to choose a default device instead + * of the app providing a specific one. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu) + +/** + * A value used to request a default recording audio device. + * + * Several functions that require an SDL_AudioDeviceID will accept this value + * to signify the app just wants the system to choose a default device instead + * of the app providing a specific one. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu) + +/** + * Format specifier for audio data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AudioFormat + */ +typedef struct SDL_AudioSpec +{ + SDL_AudioFormat format; /**< Audio data format */ + int channels; /**< Number of channels: 1 mono, 2 stereo, etc */ + int freq; /**< sample rate: sample frames per second */ +} SDL_AudioSpec; + +/** + * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec. + * + * This reports on the size of an audio sample frame: stereo Sint16 data (2 + * channels of 2 bytes each) would be 4 bytes per frame, for example. + * + * \param x an SDL_AudioSpec to query. + * \returns the number of bytes used per sample frame. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels) + +/** + * The opaque handle that represents an audio stream. + * + * SDL_AudioStream is an audio conversion interface. + * + * - It can handle resampling data in chunks without generating artifacts, + * when it doesn't have the complete buffer available. + * - It can handle incoming data in any variable size. + * - It can handle input/output format changes on the fly. + * - It can remap audio channels between inputs and outputs. + * - You push data as you have it, and pull it when you need it + * - It can also function as a basic audio data queue even if you just have + * sound that needs to pass from one place to another. + * - You can hook callbacks up to them when more data is added or requested, + * to manage data on-the-fly. + * + * Audio streams are the core of the SDL3 audio interface. You create one or + * more of them, bind them to an opened audio device, and feed data to them + * (or for recording, consume data from them). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateAudioStream + */ +typedef struct SDL_AudioStream SDL_AudioStream; + + +/* Function prototypes */ + +/** + * Use this function to get the number of built-in audio drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have esound support, but if + * there's no esound server available, SDL's esound driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in audio drivers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); + +/** + * Use this function to get the name of a built in audio driver. + * + * The list of audio drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "wasapi". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the audio driver; the value ranges from 0 to + * SDL_GetNumAudioDrivers() - 1. + * \returns the name of the audio driver at the requested index, or NULL if an + * invalid index was specified. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumAudioDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index); + +/** + * Get the name of the current audio driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "wasapi". These never have Unicode characters, and are not + * meant to be proper names. + * + * \returns the name of the current audio driver or NULL if no driver has been + * initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void); + +/** + * Get a list of currently-connected audio playback devices. + * + * This returns of list of available devices that play sound, perhaps to + * speakers or headphones ("playback" devices). If you want devices that + * record audio, like a microphone ("recording" devices), use + * SDL_GetAudioRecordingDevices() instead. + * + * This only returns a list of physical devices; it will not have any device + * IDs returned by SDL_OpenAudioDevice(). + * + * If this function returns NULL, to signify an error, `*count` will be set to + * zero. + * + * \param count a pointer filled in with the number of devices returned, may + * be NULL. + * \returns a 0 terminated array of device instance IDs or NULL on error; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenAudioDevice + * \sa SDL_GetAudioRecordingDevices + */ +extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count); + +/** + * Get a list of currently-connected audio recording devices. + * + * This returns of list of available devices that record audio, like a + * microphone ("recording" devices). If you want devices that play sound, + * perhaps to speakers or headphones ("playback" devices), use + * SDL_GetAudioPlaybackDevices() instead. + * + * This only returns a list of physical devices; it will not have any device + * IDs returned by SDL_OpenAudioDevice(). + * + * If this function returns NULL, to signify an error, `*count` will be set to + * zero. + * + * \param count a pointer filled in with the number of devices returned, may + * be NULL. + * \returns a 0 terminated array of device instance IDs, or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenAudioDevice + * \sa SDL_GetAudioPlaybackDevices + */ +extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioRecordingDevices(int *count); + +/** + * Get the human-readable name of a specific audio device. + * + * \param devid the instance ID of the device to query. + * \returns the name of the audio device, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioPlaybackDevices + * \sa SDL_GetAudioRecordingDevices + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid); + +/** + * Get the current audio format of a specific audio device. + * + * For an opened device, this will report the format the device is currently + * using. If the device isn't yet opened, this will report the device's + * preferred format (or a reasonable default if this can't be determined). + * + * You may also specify SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or + * SDL_AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a + * reasonable recommendation before opening the system-recommended default + * device. + * + * You can also use this to request the current device buffer size. This is + * specified in sample frames and represents the amount of data SDL will feed + * to the physical hardware in each chunk. This can be converted to + * milliseconds of audio with the following equation: + * + * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);` + * + * Buffer size is only important if you need low-level control over the audio + * playback timing. Most apps do not need this. + * + * \param devid the instance ID of the device to query. + * \param spec on return, will be filled with device details. + * \param sample_frames pointer to store device buffer size, in sample frames. + * Can be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames); + +/** + * Get the current channel map of an audio device. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * Audio devices usually have no remapping applied. This is represented by + * returning NULL, and does not signify an error. + * + * \param devid the instance ID of the device to query. + * \param count On output, set to number of channels in the map. Can be NULL. + * \returns an array of the current channel mapping, with as many elements as + * the current output spec's channels, or NULL if default. This + * should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count); + +/** + * Open a specific audio device. + * + * You can open both playback and recording devices through this function. + * Playback devices will take data from bound audio streams, mix it, and send + * it to the hardware. Recording devices will feed any bound audio streams + * with a copy of any incoming data. + * + * An opened audio device starts out with no audio streams bound. To start + * audio playing, bind a stream and supply audio data to it. Unlike SDL2, + * there is no audio callback; you only bind audio streams and make sure they + * have data flowing into them (however, you can simulate SDL2's semantics + * fairly closely by using SDL_OpenAudioDeviceStream instead of this + * function). + * + * If you don't care about opening a specific device, pass a `devid` of either + * `SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK` or + * `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. In this case, SDL will try to pick + * the most reasonable default, and may also switch between physical devices + * seamlessly later, if the most reasonable default changes during the + * lifetime of this opened device (user changed the default in the OS's system + * preferences, the default got unplugged so the system jumped to a new + * default, the user plugged in headphones on a mobile device, etc). Unless + * you have a good reason to choose a specific device, this is probably what + * you want. + * + * You may request a specific format for the audio device, but there is no + * promise the device will honor that request for several reasons. As such, + * it's only meant to be a hint as to what data your app will provide. Audio + * streams will accept data in whatever format you specify and manage + * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you + * the preferred format for the device before opening and the actual format + * the device is using after opening. + * + * It's legal to open the same device ID more than once; each successful open + * will generate a new logical SDL_AudioDeviceID that is managed separately + * from others on the same physical device. This allows libraries to open a + * device separately from the main app and bind its own streams without + * conflicting. + * + * It is also legal to open a device ID returned by a previous call to this + * function; doing so just creates another logical device on the same physical + * device. This may be useful for making logical groupings of audio streams. + * + * This function returns the opened device ID on success. This is a new, + * unique SDL_AudioDeviceID that represents a logical device. + * + * Some backends might offer arbitrary devices (for example, a networked audio + * protocol that can connect to an arbitrary server). For these, as a change + * from SDL2, you should open a default device ID and use an SDL hint to + * specify the target if you care, or otherwise let the backend figure out a + * reasonable default. Most backends don't offer anything like this, and often + * this would be an end user setting an environment variable for their custom + * need, and not something an application should specifically manage. + * + * When done with an audio device, possibly at the end of the app's life, one + * should call SDL_CloseAudioDevice() on the returned device id. + * + * \param devid the device instance id to open, or + * SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or + * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable + * default device. + * \param spec the requested device configuration. Can be NULL to use + * reasonable defaults. + * \returns the device ID on success or 0 on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseAudioDevice + * \sa SDL_GetAudioDeviceFormat + */ +extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec); + +/** + * Determine if an audio device is physical (instead of logical). + * + * An SDL_AudioDeviceID that represents physical hardware is a physical + * device; there is one for each piece of hardware that SDL can see. Logical + * devices are created by calling SDL_OpenAudioDevice or + * SDL_OpenAudioDeviceStream, and while each is associated with a physical + * device, there can be any number of logical devices on one physical device. + * + * For the most part, logical and physical IDs are interchangeable--if you try + * to open a logical device, SDL understands to assign that effort to the + * underlying physical device, etc. However, it might be useful to know if an + * arbitrary device ID is physical or logical. This function reports which. + * + * This function may return either true or false for invalid device IDs. + * + * \param devid the device ID to query. + * \returns true if devid is a physical device, false if it is logical. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid); + +/** + * Determine if an audio device is a playback device (instead of recording). + * + * This function may return either true or false for invalid device IDs. + * + * \param devid the device ID to query. + * \returns true if devid is a playback device, false if it is recording. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid); + +/** + * Use this function to pause audio playback on a specified device. + * + * This function pauses audio processing for a given device. Any bound audio + * streams will not progress, and no audio will be generated. Pausing one + * device does not prevent other unpaused devices from running. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. Pausing a paused device is + * a legal no-op. + * + * Pausing a device can be useful to halt all audio without unbinding all the + * audio streams. This might be useful while a game is paused, or a level is + * loading, etc. + * + * Physical devices can not be paused or unpaused, only logical devices + * created through SDL_OpenAudioDevice() can be. + * + * \param devid a device opened by SDL_OpenAudioDevice(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResumeAudioDevice + * \sa SDL_AudioDevicePaused + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid); + +/** + * Use this function to unpause audio playback on a specified device. + * + * This function unpauses audio processing for a given device that has + * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any + * bound audio streams will begin to progress again, and audio can be + * generated. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. Unpausing an unpaused + * device is a legal no-op. + * + * Physical devices can not be paused or unpaused, only logical devices + * created through SDL_OpenAudioDevice() can be. + * + * \param devid a device opened by SDL_OpenAudioDevice(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AudioDevicePaused + * \sa SDL_PauseAudioDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid); + +/** + * Use this function to query if an audio device is paused. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. + * + * Physical devices can not be paused or unpaused, only logical devices + * created through SDL_OpenAudioDevice() can be. Physical and invalid device + * IDs will report themselves as unpaused here. + * + * \param devid a device opened by SDL_OpenAudioDevice(). + * \returns true if device is valid and paused, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseAudioDevice + * \sa SDL_ResumeAudioDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid); + +/** + * Get the gain of an audio device. + * + * The gain of a device is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio devices default to a gain of 1.0f (no change in output). + * + * Physical devices may not have their gain changed, only logical devices, and + * this function will always return -1.0f when used on physical devices. + * + * \param devid the audio device to query. + * \returns the gain of the device or -1.0f on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioDeviceGain + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid); + +/** + * Change the gain of an audio device. + * + * The gain of a device is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio devices default to a gain of 1.0f (no change in output). + * + * Physical devices may not have their gain changed, only logical devices, and + * this function will always return false when used on physical devices. While + * it might seem attractive to adjust several logical devices at once in this + * way, it would allow an app or library to interfere with another portion of + * the program's otherwise-isolated devices. + * + * This is applied, along with any per-audiostream gain, during playback to + * the hardware, and can be continuously changed to create various effects. On + * recording devices, this will adjust the gain before passing the data into + * an audiostream; that recording audiostream can then adjust its gain further + * when outputting the data elsewhere, if it likes, but that second gain is + * not applied until the data leaves the audiostream again. + * + * \param devid the audio device on which to change gain. + * \param gain the gain. 1.0f is no change, 0.0f is silence. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioDeviceGain + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain); + +/** + * Close a previously-opened audio device. + * + * The application should close open audio devices once they are no longer + * needed. + * + * This function may block briefly while pending audio data is played by the + * hardware, so that applications don't drop the last buffer of data they + * supplied if terminating immediately afterwards. + * + * \param devid an audio device id previously returned by + * SDL_OpenAudioDevice(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenAudioDevice + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid); + +/** + * Bind a list of audio streams to an audio device. + * + * Audio data will flow through any bound streams. For a playback device, data + * for all bound streams will be mixed together and fed to the device. For a + * recording device, a copy of recorded data will be provided to each bound + * stream. + * + * Audio streams can only be bound to an open device. This operation is + * atomic--all streams bound in the same call will start processing at the + * same time, so they can stay in sync. Also: either all streams will be bound + * or none of them will be. + * + * It is an error to bind an already-bound stream; it must be explicitly + * unbound first. + * + * Binding a stream to a device will set its output format for playback + * devices, and its input format for recording devices, so they match the + * device's settings. The caller is welcome to change the other end of the + * stream's format at any time with SDL_SetAudioStreamFormat(). + * + * \param devid an audio device to bind a stream to. + * \param streams an array of audio streams to bind. + * \param num_streams number streams listed in the `streams` array. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStreams + * \sa SDL_UnbindAudioStream + * \sa SDL_GetAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams); + +/** + * Bind a single audio stream to an audio device. + * + * This is a convenience function, equivalent to calling + * `SDL_BindAudioStreams(devid, &stream, 1)`. + * + * \param devid an audio device to bind a stream to. + * \param stream an audio stream to bind to a device. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStreams + * \sa SDL_UnbindAudioStream + * \sa SDL_GetAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream); + +/** + * Unbind a list of audio streams from their audio devices. + * + * The streams being unbound do not all have to be on the same device. All + * streams on the same device will be unbound atomically (data will stop + * flowing through all unbound streams on the same device at the same time). + * + * Unbinding a stream that isn't bound to a device is a legal no-op. + * + * \param streams an array of audio streams to unbind. Can be NULL or contain + * NULL. + * \param num_streams number streams listed in the `streams` array. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStreams + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams); + +/** + * Unbind a single audio stream from its audio device. + * + * This is a convenience function, equivalent to calling + * `SDL_UnbindAudioStreams(&stream, 1)`. + * + * \param stream an audio stream to unbind from a device. Can be NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStream + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream); + +/** + * Query an audio stream for its currently-bound device. + * + * This reports the audio device that an audio stream is currently bound to. + * + * If not bound, or invalid, this returns zero, which is not a valid device + * ID. + * + * \param stream the audio stream to query. + * \returns the bound audio device, or 0 if not bound or invalid. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStream + * \sa SDL_BindAudioStreams + */ +extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream); + +/** + * Create a new audio stream. + * + * \param src_spec the format details of the input audio. + * \param dst_spec the format details of the output audio. + * \returns a new audio stream on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PutAudioStreamData + * \sa SDL_GetAudioStreamData + * \sa SDL_GetAudioStreamAvailable + * \sa SDL_FlushAudioStream + * \sa SDL_ClearAudioStream + * \sa SDL_SetAudioStreamFormat + * \sa SDL_DestroyAudioStream + */ +extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); + +/** + * Get the properties associated with an audio stream. + * + * \param stream the SDL_AudioStream to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream); + +/** + * Query the current format of an audio stream. + * + * \param stream the SDL_AudioStream to query. + * \param src_spec where to store the input audio format; ignored if NULL. + * \param dst_spec where to store the output audio format; ignored if NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamFormat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec); + +/** + * Change the input and output formats of an audio stream. + * + * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData + * will reflect the new format, and future calls to SDL_PutAudioStreamData + * must provide data in the new input formats. + * + * Data that was previously queued in the stream will still be operated on in + * the format that was current when it was added, which is to say you can put + * the end of a sound file in one format to a stream, change formats for the + * next sound file, and start putting that new data while the previous sound + * file is still queued, and everything will still play back correctly. + * + * If a stream is bound to a device, then the format of the side of the stream + * bound to a device cannot be changed (src_spec for recording devices, + * dst_spec for playback devices). Attempts to make a change to this side will + * be ignored, but this will not report an error. The other side's format can + * be changed. + * + * \param stream the stream the format is being changed. + * \param src_spec the new format of the audio input; if NULL, it is not + * changed. + * \param dst_spec the new format of the audio output; if NULL, it is not + * changed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamFormat + * \sa SDL_SetAudioStreamFrequencyRatio + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); + +/** + * Get the frequency ratio of an audio stream. + * + * \param stream the SDL_AudioStream to query. + * \returns the frequency ratio of the stream or 0.0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamFrequencyRatio + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream); + +/** + * Change the frequency ratio of an audio stream. + * + * The frequency ratio is used to adjust the rate at which input data is + * consumed. Changing this effectively modifies the speed and pitch of the + * audio. A value greater than 1.0 will play the audio faster, and at a higher + * pitch. A value less than 1.0 will play the audio slower, and at a lower + * pitch. + * + * This is applied during SDL_GetAudioStreamData, and can be continuously + * changed to create various effects. + * + * \param stream the stream the frequency ratio is being changed. + * \param ratio the frequency ratio. 1.0 is normal speed. Must be between 0.01 + * and 100. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamFrequencyRatio + * \sa SDL_SetAudioStreamFormat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio); + +/** + * Get the gain of an audio stream. + * + * The gain of a stream is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio streams default to a gain of 1.0f (no change in output). + * + * \param stream the SDL_AudioStream to query. + * \returns the gain of the stream or -1.0f on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamGain + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamGain(SDL_AudioStream *stream); + +/** + * Change the gain of an audio stream. + * + * The gain of a stream is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio streams default to a gain of 1.0f (no change in output). + * + * This is applied during SDL_GetAudioStreamData, and can be continuously + * changed to create various effects. + * + * \param stream the stream on which the gain is being changed. + * \param gain the gain. 1.0f is no change, 0.0f is silence. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamGain + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain); + +/** + * Get the current input channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * Audio streams default to no remapping applied. This is represented by + * returning NULL, and does not signify an error. + * + * \param stream the SDL_AudioStream to query. + * \param count On output, set to number of channels in the map. Can be NULL. + * \returns an array of the current channel mapping, with as many elements as + * the current output spec's channels, or NULL if default. This + * should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count); + +/** + * Get the current output channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * Audio streams default to no remapping applied. This is represented by + * returning NULL, and does not signify an error. + * + * \param stream the SDL_AudioStream to query. + * \param count On output, set to number of channels in the map. Can be NULL. + * \returns an array of the current channel mapping, with as many elements as + * the current output spec's channels, or NULL if default. This + * should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count); + +/** + * Set the current input channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * The input channel map reorders data that is added to a stream via + * SDL_PutAudioStreamData. Future calls to SDL_PutAudioStreamData must provide + * data in the new channel order. + * + * Each item in the array represents an input channel, and its value is the + * channel that it should be remapped to. To reverse a stereo signal's left + * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap + * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the + * right channel to both channels of a stereo signal. An element in the + * channel map set to -1 instead of a valid channel will mute that channel, + * setting it to a silence value. + * + * You cannot change the number of channels through a channel map, just + * reorder/mute them. + * + * Data that was previously queued in the stream will still be operated on in + * the order that was current when it was added, which is to say you can put + * the end of a sound file in one order to a stream, change orders for the + * next sound file, and start putting that new data while the previous sound + * file is still queued, and everything will still play back correctly. + * + * Audio streams default to no remapping applied. Passing a NULL channel map + * is legal, and turns off remapping. + * + * SDL will copy the channel map; the caller does not have to save this array + * after this call. + * + * If `count` is not equal to the current number of channels in the audio + * stream's format, this will fail. This is a safety measure to make sure a + * race condition hasn't changed the format while this call is setting the + * channel map. + * + * Unlike attempting to change the stream's format, the input channel map on a + * stream bound to a recording device is permitted to change at any time; any + * data added to the stream from the device after this call will have the new + * mapping, but previously-added data will still have the prior mapping. + * + * \param stream the SDL_AudioStream to change. + * \param chmap the new channel map, NULL to reset to default. + * \param count The number of channels in the map. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. Don't change the + * stream's format to have a different number of channels from a + * a different thread at the same time, though! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count); + +/** + * Set the current output channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * The output channel map reorders data that leaving a stream via + * SDL_GetAudioStreamData. + * + * Each item in the array represents an input channel, and its value is the + * channel that it should be remapped to. To reverse a stereo signal's left + * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap + * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the + * right channel to both channels of a stereo signal. An element in the + * channel map set to -1 instead of a valid channel will mute that channel, + * setting it to a silence value. + * + * You cannot change the number of channels through a channel map, just + * reorder/mute them. + * + * The output channel map can be changed at any time, as output remapping is + * applied during SDL_GetAudioStreamData. + * + * Audio streams default to no remapping applied. Passing a NULL channel map + * is legal, and turns off remapping. + * + * SDL will copy the channel map; the caller does not have to save this array + * after this call. + * + * If `count` is not equal to the current number of channels in the audio + * stream's format, this will fail. This is a safety measure to make sure a + * race condition hasn't changed the format while this call is setting the + * channel map. + * + * Unlike attempting to change the stream's format, the output channel map on + * a stream bound to a recording device is permitted to change at any time; + * any data added to the stream after this call will have the new mapping, but + * previously-added data will still have the prior mapping. When the channel + * map doesn't match the hardware's channel layout, SDL will convert the data + * before feeding it to the device for playback. + * + * \param stream the SDL_AudioStream to change. + * \param chmap the new channel map, NULL to reset to default. + * \param count The number of channels in the map. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. Don't change the + * stream's format to have a different number of channels from a + * a different thread at the same time, though! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count); + +/** + * Add data to the stream. + * + * This data must match the format/channels/samplerate specified in the latest + * call to SDL_SetAudioStreamFormat, or the format specified when creating the + * stream if it hasn't been changed. + * + * Note that this call simply copies the unconverted data for later. This is + * different than SDL2, where data was converted during the Put call and the + * Get call would just dequeue the previously-converted data. + * + * \param stream the stream the audio data is being added to. + * \param buf a pointer to the audio data to add. + * \param len the number of bytes to write to the stream. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, but if the + * stream has a callback set, the caller might need to manage + * extra locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearAudioStream + * \sa SDL_FlushAudioStream + * \sa SDL_GetAudioStreamData + * \sa SDL_GetAudioStreamQueued + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len); + +/** + * Get converted/resampled data from the stream. + * + * The input/output data format/channels/samplerate is specified when creating + * the stream, and can be changed after creation by calling + * SDL_SetAudioStreamFormat. + * + * Note that any conversion and resampling necessary is done during this call, + * and SDL_PutAudioStreamData simply queues unconverted data for later. This + * is different than SDL2, where that work was done while inputting new data + * to the stream and requesting the output just copied the converted data. + * + * \param stream the stream the audio is being requested from. + * \param buf a buffer to fill with audio data. + * \param len the maximum number of bytes to fill. + * \returns the number of bytes read from the stream or -1 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread, but if the + * stream has a callback set, the caller might need to manage + * extra locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearAudioStream + * \sa SDL_GetAudioStreamAvailable + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len); + +/** + * Get the number of converted/resampled bytes available. + * + * The stream may be buffering data behind the scenes until it has enough to + * resample correctly, so this number might be lower than what you expect, or + * even be zero. Add more data or flush the stream if you need the data now. + * + * If the stream has so much data that it would overflow an int, the return + * value is clamped to a maximum value, but no queued data is lost; if there + * are gigabytes of data queued, the app might need to read some of it with + * SDL_GetAudioStreamData before this function's return value is no longer + * clamped. + * + * \param stream the audio stream to query. + * \returns the number of converted/resampled bytes available or -1 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamData + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream); + + +/** + * Get the number of bytes currently queued. + * + * This is the number of bytes put into a stream as input, not the number that + * can be retrieved as output. Because of several details, it's not possible + * to calculate one number directly from the other. If you need to know how + * much usable data can be retrieved right now, you should use + * SDL_GetAudioStreamAvailable() and not this function. + * + * Note that audio streams can change their input format at any time, even if + * there is still data queued in a different format, so the returned byte + * count will not necessarily match the number of _sample frames_ available. + * Users of this API should be aware of format changes they make when feeding + * a stream and plan accordingly. + * + * Queued data is not converted until it is consumed by + * SDL_GetAudioStreamData, so this value should be representative of the exact + * data that was put into the stream. + * + * If the stream has so much data that it would overflow an int, the return + * value is clamped to a maximum value, but no queued data is lost; if there + * are gigabytes of data queued, the app might need to read some of it with + * SDL_GetAudioStreamData before this function's return value is no longer + * clamped. + * + * \param stream the audio stream to query. + * \returns the number of bytes queued or -1 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PutAudioStreamData + * \sa SDL_ClearAudioStream + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream); + + +/** + * Tell the stream that you're done sending data, and anything being buffered + * should be converted/resampled and made available immediately. + * + * It is legal to add more data to a stream after flushing, but there may be + * audio gaps in the output. Generally this is intended to signal the end of + * input, so the complete output becomes available. + * + * \param stream the audio stream to flush. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream); + +/** + * Clear any pending data in the stream. + * + * This drops any queued data, so there will be nothing to read from the + * stream until more is added. + * + * \param stream the audio stream to clear. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamAvailable + * \sa SDL_GetAudioStreamData + * \sa SDL_GetAudioStreamQueued + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream); + +/** + * Use this function to pause audio playback on the audio device associated + * with an audio stream. + * + * This function pauses audio processing for a given device. Any bound audio + * streams will not progress, and no audio will be generated. Pausing one + * device does not prevent other unpaused devices from running. + * + * Pausing a device can be useful to halt all audio without unbinding all the + * audio streams. This might be useful while a game is paused, or a level is + * loading, etc. + * + * \param stream the audio stream associated with the audio device to pause. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResumeAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream); + +/** + * Use this function to unpause audio playback on the audio device associated + * with an audio stream. + * + * This function unpauses audio processing for a given device that has + * previously been paused. Once unpaused, any bound audio streams will begin + * to progress again, and audio can be generated. + * + * Remember, SDL_OpenAudioDeviceStream opens device in a paused state, so this + * function call is required for audio playback to begin on such device. + * + * \param stream the audio stream associated with the audio device to resume. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream); + +/** + * Use this function to query if an audio device associated with a stream is + * paused. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. + * + * \param stream the audio stream associated with the audio device to query. + * \returns true if device is valid and paused, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseAudioStreamDevice + * \sa SDL_ResumeAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AudioStreamDevicePaused(SDL_AudioStream *stream); + + +/** + * Lock an audio stream for serialized access. + * + * Each SDL_AudioStream has an internal mutex it uses to protect its data + * structures from threading conflicts. This function allows an app to lock + * that mutex, which could be useful if registering callbacks on this stream. + * + * One does not need to lock a stream to use in it most cases, as the stream + * manages this lock internally. However, this lock is held during callbacks, + * which may run from arbitrary threads at any time, so if an app needs to + * protect shared data during those callbacks, locking the stream guarantees + * that the callback is not running while the lock is held. + * + * As this is just a wrapper over SDL_LockMutex for an internal lock; it has + * all the same attributes (recursive locks are allowed, etc). + * + * \param stream the audio stream to lock. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UnlockAudioStream + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream); + + +/** + * Unlock an audio stream for serialized access. + * + * This unlocks an audio stream after a call to SDL_LockAudioStream. + * + * \param stream the audio stream to unlock. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety You should only call this from the same thread that + * previously called SDL_LockAudioStream. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockAudioStream + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream); + +/** + * A callback that fires when data passes through an SDL_AudioStream. + * + * Apps can (optionally) register a callback with an audio stream that is + * called when data is added with SDL_PutAudioStreamData, or requested with + * SDL_GetAudioStreamData. + * + * Two values are offered here: one is the amount of additional data needed to + * satisfy the immediate request (which might be zero if the stream already + * has enough data queued) and the other is the total amount being requested. + * In a Get call triggering a Put callback, these values can be different. In + * a Put call triggering a Get callback, these values are always the same. + * + * Byte counts might be slightly overestimated due to buffering or resampling, + * and may change from call to call. + * + * This callback is not required to do anything. Generally this is useful for + * adding/reading data on demand, and the app will often put/get data as + * appropriate, but the system goes on with the data currently available to it + * if this callback does nothing. + * + * \param stream the SDL audio stream associated with this callback. + * \param additional_amount the amount of data, in bytes, that is needed right + * now. + * \param total_amount the total amount of data requested, in bytes, that is + * requested or available. + * \param userdata an opaque pointer provided by the app for their personal + * use. + * + * \threadsafety This callbacks may run from any thread, so if you need to + * protect shared data, you should use SDL_LockAudioStream to + * serialize access; this lock will be held before your callback + * is called, so your callback does not need to manage the lock + * explicitly. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamGetCallback + * \sa SDL_SetAudioStreamPutCallback + */ +typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount); + +/** + * Set a callback that runs when data is requested from an audio stream. + * + * This callback is called _before_ data is obtained from the stream, giving + * the callback the chance to add more on-demand. + * + * The callback can (optionally) call SDL_PutAudioStreamData() to add more + * audio to the stream during this call; if needed, the request that triggered + * this callback will obtain the new data immediately. + * + * The callback's `additional_amount` argument is roughly how many bytes of + * _unconverted_ data (in the stream's input format) is needed by the caller, + * although this may overestimate a little for safety. This takes into account + * how much is already in the stream and only asks for any extra necessary to + * resolve the request, which means the callback may be asked for zero bytes, + * and a different amount on each call. + * + * The callback is not required to supply exact amounts; it is allowed to + * supply too much or too little or none at all. The caller will get what's + * available, up to the amount they requested, regardless of this callback's + * outcome. + * + * Clearing or flushing an audio stream does not call this callback. + * + * This function obtains the stream's lock, which means any existing callback + * (get or put) in progress will finish running before setting the new + * callback. + * + * Setting a NULL function turns off the callback. + * + * \param stream the audio stream to set the new callback on. + * \param callback the new callback function to call when data is requested + * from the stream. + * \param userdata an opaque pointer provided to the callback for its own + * personal use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. This only fails if `stream` is NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamPutCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); + +/** + * Set a callback that runs when data is added to an audio stream. + * + * This callback is called _after_ the data is added to the stream, giving the + * callback the chance to obtain it immediately. + * + * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio + * from the stream during this call. + * + * The callback's `additional_amount` argument is how many bytes of + * _converted_ data (in the stream's output format) was provided by the + * caller, although this may underestimate a little for safety. This value + * might be less than what is currently available in the stream, if data was + * already there, and might be less than the caller provided if the stream + * needs to keep a buffer to aid in resampling. Which means the callback may + * be provided with zero bytes, and a different amount on each call. + * + * The callback may call SDL_GetAudioStreamAvailable to see the total amount + * currently available to read from the stream, instead of the total provided + * by the current call. + * + * The callback is not required to obtain all data. It is allowed to read less + * or none at all. Anything not read now simply remains in the stream for + * later access. + * + * Clearing or flushing an audio stream does not call this callback. + * + * This function obtains the stream's lock, which means any existing callback + * (get or put) in progress will finish running before setting the new + * callback. + * + * Setting a NULL function turns off the callback. + * + * \param stream the audio stream to set the new callback on. + * \param callback the new callback function to call when data is added to the + * stream. + * \param userdata an opaque pointer provided to the callback for its own + * personal use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. This only fails if `stream` is NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamGetCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); + + +/** + * Free an audio stream. + * + * This will release all allocated data, including any audio that is still + * queued. You do not need to manually clear the stream first. + * + * If this stream was bound to an audio device, it is unbound during this + * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio + * device that was opened alongside this stream's creation will be closed, + * too. + * + * \param stream the audio stream to destroy. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateAudioStream + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream); + + +/** + * Convenience function for straightforward audio init for the common case. + * + * If all your app intends to do is provide a single source of PCM audio, this + * function allows you to do all your audio setup in a single call. + * + * This is also intended to be a clean means to migrate apps from SDL2. + * + * This function will open an audio device, create a stream and bind it. + * Unlike other methods of setup, the audio device will be closed when this + * stream is destroyed, so the app can treat the returned SDL_AudioStream as + * the only object needed to manage audio playback. + * + * Also unlike other functions, the audio device begins paused. This is to map + * more closely to SDL2-style behavior, since there is no extra step here to + * bind a stream to begin audio flowing. The audio device should be resumed + * with `SDL_ResumeAudioStreamDevice(stream);` + * + * This function works with both playback and recording devices. + * + * The `spec` parameter represents the app's side of the audio stream. That + * is, for recording audio, this will be the output format, and for playing + * audio, this will be the input format. If spec is NULL, the system will + * choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain + * this information later. + * + * If you don't care about opening a specific audio device, you can (and + * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and + * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for recording. + * + * One can optionally provide a callback function; if NULL, the app is + * expected to queue audio data for playback (or unqueue audio data if + * capturing). Otherwise, the callback will begin to fire once the device is + * unpaused. + * + * Destroying the returned stream with SDL_DestroyAudioStream will also close + * the audio device associated with this stream. + * + * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK + * or SDL_AUDIO_DEVICE_DEFAULT_RECORDING. + * \param spec the audio stream's data format. Can be NULL. + * \param callback a callback where the app will provide new data for + * playback, or receive new data for recording. Can be NULL, + * in which case the app will need to call + * SDL_PutAudioStreamData or SDL_GetAudioStreamData as + * necessary. + * \param userdata app-controlled pointer passed to callback. Can be NULL. + * Ignored if callback is NULL. + * \returns an audio stream on success, ready to use, or NULL on failure; call + * SDL_GetError() for more information. When done with this stream, + * call SDL_DestroyAudioStream to free resources and close the + * device. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamDevice + * \sa SDL_ResumeAudioStreamDevice + */ +extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata); + +/** + * A callback that fires when data is about to be fed to an audio device. + * + * This is useful for accessing the final mix, perhaps for writing a + * visualizer or applying a final effect to the audio data before playback. + * + * This callback should run as quickly as possible and not block for any + * significant time, as this callback delays submission of data to the audio + * device, which can cause audio playback problems. + * + * The postmix callback _must_ be able to handle any audio data format + * specified in `spec`, which can change between callbacks if the audio device + * changed. However, this only covers frequency and channel count; data is + * always provided here in SDL_AUDIO_F32 format. + * + * The postmix callback runs _after_ logical device gain and audiostream gain + * have been applied, which is to say you can make the output data louder at + * this point than the gain settings would suggest. + * + * \param userdata a pointer provided by the app through + * SDL_SetAudioPostmixCallback, for its own use. + * \param spec the current format of audio that is to be submitted to the + * audio device. + * \param buffer the buffer of audio samples to be submitted. The callback can + * inspect and/or modify this data. + * \param buflen the size of `buffer` in bytes. + * + * \threadsafety This will run from a background thread owned by SDL. The + * application is responsible for locking resources the callback + * touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetAudioPostmixCallback + */ +typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen); + +/** + * Set a callback that fires when data is about to be fed to an audio device. + * + * This is useful for accessing the final mix, perhaps for writing a + * visualizer or applying a final effect to the audio data before playback. + * + * The buffer is the final mix of all bound audio streams on an opened device; + * this callback will fire regularly for any device that is both opened and + * unpaused. If there is no new data to mix, either because no streams are + * bound to the device or all the streams are empty, this callback will still + * fire with the entire buffer set to silence. + * + * This callback is allowed to make changes to the data; the contents of the + * buffer after this call is what is ultimately passed along to the hardware. + * + * The callback is always provided the data in float format (values from -1.0f + * to 1.0f), but the number of channels or sample rate may be different than + * the format the app requested when opening the device; SDL might have had to + * manage a conversion behind the scenes, or the playback might have jumped to + * new physical hardware when a system default changed, etc. These details may + * change between calls. Accordingly, the size of the buffer might change + * between calls as well. + * + * This callback can run at any time, and from any thread; if you need to + * serialize access to your app's data, you should provide and use a mutex or + * other synchronization device. + * + * All of this to say: there are specific needs this callback can fulfill, but + * it is not the simplest interface. Apps should generally provide audio in + * their preferred format through an SDL_AudioStream and let SDL handle the + * difference. + * + * This function is extremely time-sensitive; the callback should do the least + * amount of work possible and return as quickly as it can. The longer the + * callback runs, the higher the risk of audio dropouts or other problems. + * + * This function will block until the audio device is in between iterations, + * so any existing callback that might be running will finish before this + * function sets the new callback and returns. + * + * Setting a NULL callback function disables any previously-set callback. + * + * \param devid the ID of an opened audio device. + * \param callback a callback function to be called. Can be NULL. + * \param userdata app-controlled pointer passed to callback. Can be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata); + + +/** + * Load the audio data of a WAVE file into memory. + * + * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to + * be valid pointers. The entire data portion of the file is then loaded into + * memory and decoded if necessary. + * + * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and + * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and + * A-law and mu-law (8 bits). Other formats are currently unsupported and + * cause an error. + * + * If this function succeeds, the return value is zero and the pointer to the + * audio data allocated by the function is written to `audio_buf` and its + * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`, + * `channels`, and `format` are set to the values of the audio data in the + * buffer. + * + * It's necessary to use SDL_free() to free the audio data returned in + * `audio_buf` when it is no longer used. + * + * Because of the underspecification of the .WAV format, there are many + * problematic files in the wild that cause issues with strict decoders. To + * provide compatibility with these files, this decoder is lenient in regards + * to the truncation of the file, the fact chunk, and the size of the RIFF + * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, + * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to + * tune the behavior of the loading process. + * + * Any file that is invalid (due to truncation, corruption, or wrong values in + * the headers), too big, or unsupported causes an error. Additionally, any + * critical I/O error from the data source will terminate the loading process + * with an error. The function returns NULL on error and in all cases (with + * the exception of `src` being NULL), an appropriate error message will be + * set. + * + * It is required that the data source supports seeking. + * + * Example: + * + * ```c + * SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), true, &spec, &buf, &len); + * ``` + * + * Note that the SDL_LoadWAV function does this same thing for you, but in a + * less messy way: + * + * ```c + * SDL_LoadWAV("sample.wav", &spec, &buf, &len); + * ``` + * + * \param src the data source for the WAVE data. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE + * data's format details on successful return. + * \param audio_buf a pointer filled with the audio data, allocated by the + * function. + * \param audio_len a pointer filled with the length of the audio data buffer + * in bytes. + * \returns true on success. `audio_buf` will be filled with a pointer to an + * allocated buffer containing the audio data, and `audio_len` is + * filled with the length of that audio buffer in bytes. + * + * This function returns false if the .WAV file cannot be opened, + * uses an unknown data format, or is corrupt; call SDL_GetError() + * for more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_free() to dispose of it. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_LoadWAV + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); + +/** + * Loads a WAV from a file path. + * + * This is a convenience function that is effectively the same as: + * + * ```c + * SDL_LoadWAV_IO(SDL_IOFromFile(path, "rb"), true, spec, audio_buf, audio_len); + * ``` + * + * \param path the file path of the WAV file to open. + * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE + * data's format details on successful return. + * \param audio_buf a pointer filled with the audio data, allocated by the + * function. + * \param audio_len a pointer filled with the length of the audio data buffer + * in bytes. + * \returns true on success. `audio_buf` will be filled with a pointer to an + * allocated buffer containing the audio data, and `audio_len` is + * filled with the length of that audio buffer in bytes. + * + * This function returns false if the .WAV file cannot be opened, + * uses an unknown data format, or is corrupt; call SDL_GetError() + * for more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_free() to dispose of it. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_LoadWAV_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); + +/** + * Mix audio data in a specified format. + * + * This takes an audio buffer `src` of `len` bytes of `format` data and mixes + * it into `dst`, performing addition, volume adjustment, and overflow + * clipping. The buffer pointed to by `dst` must also be `len` bytes of + * `format` data. + * + * This is provided for convenience -- you can mix your own audio data. + * + * Do not use this function for mixing together more than two streams of + * sample data. The output from repeated application of this function may be + * distorted by clipping, because there is no accumulator with greater range + * than the input (not to mention this being an inefficient way of doing it). + * + * It is a common misconception that this function is required to write audio + * data to an output stream in an audio callback. While you can do that, + * SDL_MixAudio() is really only needed when you're mixing a single audio + * stream with a volume adjustment. + * + * \param dst the destination for the mixed audio. + * \param src the source audio buffer to be mixed. + * \param format the SDL_AudioFormat structure representing the desired audio + * format. + * \param len the length of the audio buffer in bytes. + * \param volume ranges from 0.0 - 1.0, and should be set to 1.0 for full + * audio volume. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume); + +/** + * Convert some audio data of one format to another format. + * + * Please note that this function is for convenience, but should not be used + * to resample audio in blocks, as it will introduce audio artifacts on the + * boundaries. You should only use this function if you are converting audio + * data in its entirety in one call. If you want to convert audio in smaller + * chunks, use an SDL_AudioStream, which is designed for this situation. + * + * Internally, this function creates and destroys an SDL_AudioStream on each + * use, so it's also less efficient than using one directly, if you need to + * convert multiple times. + * + * \param src_spec the format details of the input audio. + * \param src_data the audio data to be converted. + * \param src_len the len of src_data. + * \param dst_spec the format details of the output audio. + * \param dst_data will be filled with a pointer to converted audio data, + * which should be freed with SDL_free(). On error, it will be + * NULL. + * \param dst_len will be filled with the len of dst_data. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec, const Uint8 *src_data, int src_len, const SDL_AudioSpec *dst_spec, Uint8 **dst_data, int *dst_len); + +/** + * Get the human readable name of an audio format. + * + * \param format the audio format to query. + * \returns the human readable name of the specified audio format or + * "SDL_AUDIO_UNKNOWN" if the format isn't recognized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioFormatName(SDL_AudioFormat format); + +/** + * Get the appropriate memset value for silencing an audio format. + * + * The value returned by this function can be used as the second argument to + * memset (or SDL_memset) to set an audio buffer in a specific format to + * silence. + * + * \param format the audio data format to query. + * \returns a byte value that can be passed to memset. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_audio_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_begin_code.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_begin_code.h new file mode 100644 index 0000000..a6b47cf --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_begin_code.h @@ -0,0 +1,486 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: BeginCode */ + +/** + * # CategoryBeginCode + * + * `SDL_begin_code.h` sets things up for C dynamic library function + * definitions, static inlined functions, and structures aligned at 4-byte + * alignment. If you don't like ugly C preprocessor code, don't look at this + * file. :) + * + * SDL's headers use this; applications generally should not include this + * header directly. + */ + +/* This shouldn't be nested -- included it around code only. */ +#ifdef SDL_begin_code_h +#error Nested inclusion of SDL_begin_code.h +#endif +#define SDL_begin_code_h + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to tag a symbol as deprecated. + * + * A function is marked deprecated by adding this macro to its declaration: + * + * ```c + * extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void); + * ``` + * + * Compilers with deprecation support can give a warning when a deprecated + * function is used. This symbol may be used in SDL's headers, but apps are + * welcome to use it for their own interfaces as well. + * + * SDL, on occasion, might deprecate a function for various reasons. However, + * SDL never removes symbols before major versions, so deprecated interfaces + * in SDL3 will remain available until SDL4, where it would be expected an app + * would have to take steps to migrate anyhow. + * + * On compilers without a deprecation mechanism, this is defined to nothing, + * and using a deprecated function will not generate a warning. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEPRECATED __attribute__((deprecated)) + +/** + * A macro to tag a symbol as a public API. + * + * SDL uses this macro for all its public functions. On some targets, it is + * used to signal to the compiler that this function needs to be exported from + * a shared library, but it might have other side effects. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DECLSPEC __attribute__ ((visibility("default"))) + +/** + * A macro to set a function's calling conventions. + * + * SDL uses this macro for all its public functions, and any callbacks it + * defines. This macro guarantees that calling conventions match between SDL + * and the app, even if the two were built with different compilers or + * optimization settings. + * + * When writing a callback function, it is very important for it to be + * correctly tagged with SDLCALL, as mismatched calling conventions can cause + * strange behaviors and can be difficult to diagnose. Plus, on many + * platforms, SDLCALL is defined to nothing, so compilers won't be able to + * warn that the tag is missing. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDLCALL __cdecl + +/** + * A macro to request a function be inlined. + * + * This is a hint to the compiler to inline a function. The compiler is free + * to ignore this request. On compilers without inline support, this is + * defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_INLINE __inline + +/** + * A macro to demand a function be inlined. + * + * This is a command to the compiler to inline a function. SDL uses this macro + * in its public headers for a handful of simple functions. On compilers + * without forceinline support, this is defined to `static SDL_INLINE`, which + * is often good enough. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FORCE_INLINE __forceinline + +/** + * A macro to tag a function as never-returning. + * + * This is a hint to the compiler that a function does not return. An example + * of a function like this is the C runtime's exit() function. + * + * This hint can lead to code optimizations, and help analyzers understand + * code flow better. On compilers without noreturn support, this is defined to + * nothing. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NORETURN __attribute__((noreturn)) + +/** + * A macro to tag a function as never-returning (for analysis purposes). + * + * This is almost identical to SDL_NORETURN, except functions marked with this + * _can_ actually return. The difference is that this isn't used for code + * generation, but rather static analyzers use this information to assume + * truths about program state and available code paths. Specifically, this tag + * is useful for writing an assertion mechanism. Indeed, SDL_assert uses this + * tag behind the scenes. Generally, apps that don't understand the specific + * use-case for this tag should avoid using it directly. + * + * On compilers without analyzer_noreturn support, this is defined to nothing. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn)) + + +/** + * A macro to signal that a case statement without a `break` is intentional. + * + * C compilers have gotten more aggressive about warning when a switch's + * `case` block does not end with a `break` or other flow control statement, + * flowing into the next case's code, as this is a common accident that leads + * to strange bugs. But sometimes falling through to the next case is the + * correct and desired behavior. This symbol lets an app communicate this + * intention to the compiler, so it doesn't generate a warning. + * + * It is used like this: + * + * ```c + * switch (x) { + * case 1: + * DoSomethingOnlyForOne(); + * SDL_FALLTHROUGH; // tell the compiler this was intentional. + * case 2: + * DoSomethingForOneAndTwo(); + * break; + * } + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FALLTHROUGH [[fallthrough]] + +/** + * A macro to tag a function's return value as critical. + * + * This is a hint to the compiler that a function's return value should not be + * ignored. + * + * If an NODISCARD function's return value is thrown away (the function is + * called as if it returns `void`), the compiler will issue a warning. + * + * While it's generally good practice to check return values for errors, often + * times legitimate programs do not for good reasons. Be careful about what + * functions are tagged as NODISCARD. It operates best when used on a function + * that's failure is surprising and catastrophic; a good example would be a + * program that checks the return values of all its file write function calls + * but not the call to close the file, which it assumes incorrectly never + * fails. + * + * Function callers that want to throw away a NODISCARD return value can call + * the function with a `(void)` cast, which informs the compiler the act is + * intentional. + * + * On compilers without nodiscard support, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NODISCARD [[nodiscard]] + +/** + * A macro to tag a function as an allocator. + * + * This is a hint to the compiler that a function is an allocator, like + * malloc(), with certain rules. A description of how GCC treats this hint is + * here: + * + * https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute + * + * On compilers without allocator tag support, this is defined to nothing. + * + * Most apps don't need to, and should not, use this directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MALLOC __declspec(allocator) __desclspec(restrict) + +/** + * A macro to tag a function as returning a certain allocation. + * + * This is a hint to the compiler that a function allocates and returns a + * specific amount of memory based on one of its arguments. For example, the C + * runtime's malloc() function could use this macro with an argument of 1 + * (first argument to malloc is the size of the allocation). + * + * On compilers without alloc_size support, this is defined to nothing. + * + * Most apps don't need to, and should not, use this directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p))) + +/** + * A macro to tag a pointer variable, to help with pointer aliasing. + * + * A good explanation of the restrict keyword is here: + * + * https://en.wikipedia.org/wiki/Restrict + * + * On compilers without restrict support, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RESTRICT __restrict__ + +/** + * Check if the compiler supports a given builtin functionality. + * + * This allows preprocessor checks for things that otherwise might fail to + * compile. + * + * Supported by virtually all clang versions and more-recent GCCs. Use this + * instead of checking the clang version if possible. + * + * On compilers without has_builtin support, this is defined to 0 (always + * false). + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAS_BUILTIN(x) __has_builtin(x) + +/* end of wiki documentation section. */ +#endif + +#ifndef SDL_HAS_BUILTIN +#ifdef __has_builtin +#define SDL_HAS_BUILTIN(x) __has_builtin(x) +#else +#define SDL_HAS_BUILTIN(x) 0 +#endif +#endif + +#ifndef SDL_DEPRECATED +# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */ +# define SDL_DEPRECATED __attribute__((deprecated)) +# elif defined(_MSC_VER) +# define SDL_DEPRECATED __declspec(deprecated) +# else +# define SDL_DEPRECATED +# endif +#endif + +#ifndef SDL_UNUSED +# ifdef __GNUC__ +# define SDL_UNUSED __attribute__((unused)) +# else +# define SDL_UNUSED +# endif +#endif + +/* Some compilers use a special export keyword */ +#ifndef SDL_DECLSPEC +# if defined(SDL_PLATFORM_WINDOWS) +# ifdef DLL_EXPORT +# define SDL_DECLSPEC __declspec(dllexport) +# else +# define SDL_DECLSPEC +# endif +# else +# if defined(__GNUC__) && __GNUC__ >= 4 +# define SDL_DECLSPEC __attribute__ ((visibility("default"))) +# else +# define SDL_DECLSPEC +# endif +# endif +#endif + +/* By default SDL uses the C calling convention */ +#ifndef SDLCALL +#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__) +#define SDLCALL __cdecl +#else +#define SDLCALL +#endif +#endif /* SDLCALL */ + +/* Force structure packing at 4 byte alignment. + This is necessary if the header is included in code which has structure + packing set to an alternate value, say for loading structures from disk. + The packing is reset to the previous value in SDL_close_code.h + */ +#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) +#ifdef _MSC_VER +#pragma warning(disable: 4103) +#endif +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wpragma-pack" +#endif +#ifdef __BORLANDC__ +#pragma nopackwarning +#endif +#ifdef _WIN64 +/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */ +#pragma pack(push,8) +#else +#pragma pack(push,4) +#endif +#endif /* Compiler needs structure packing set */ + +#ifndef SDL_INLINE +#ifdef __GNUC__ +#define SDL_INLINE __inline__ +#elif defined(_MSC_VER) || defined(__BORLANDC__) || \ + defined(__DMC__) || defined(__SC__) || \ + defined(__WATCOMC__) || defined(__LCC__) || \ + defined(__DECC) || defined(__CC_ARM) +#define SDL_INLINE __inline +#ifndef __inline__ +#define __inline__ __inline +#endif +#else +#define SDL_INLINE inline +#ifndef __inline__ +#define __inline__ inline +#endif +#endif +#endif /* SDL_INLINE not defined */ + +#ifndef SDL_FORCE_INLINE +#ifdef _MSC_VER +#define SDL_FORCE_INLINE __forceinline +#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) +#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__ +#else +#define SDL_FORCE_INLINE static SDL_INLINE +#endif +#endif /* SDL_FORCE_INLINE not defined */ + +#ifndef SDL_NORETURN +#ifdef __GNUC__ +#define SDL_NORETURN __attribute__((noreturn)) +#elif defined(_MSC_VER) +#define SDL_NORETURN __declspec(noreturn) +#else +#define SDL_NORETURN +#endif +#endif /* SDL_NORETURN not defined */ + +#ifdef __clang__ +#if __has_feature(attribute_analyzer_noreturn) +#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn)) +#endif +#endif + +#ifndef SDL_ANALYZER_NORETURN +#define SDL_ANALYZER_NORETURN +#endif + +/* Apparently this is needed by several Windows compilers */ +#ifndef __MACH__ +#ifndef NULL +#ifdef __cplusplus +#define NULL 0 +#else +#define NULL ((void *)0) +#endif +#endif /* NULL */ +#endif /* ! macOS - breaks precompiled headers */ + +#ifndef SDL_FALLTHROUGH +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) +#define SDL_FALLTHROUGH [[fallthrough]] +#else +#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC) +#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__) +#else +#define SDL_HAS_FALLTHROUGH 0 +#endif /* __has_attribute */ +#if SDL_HAS_FALLTHROUGH && \ + ((defined(__GNUC__) && __GNUC__ >= 7) || \ + (defined(__clang_major__) && __clang_major__ >= 10)) +#define SDL_FALLTHROUGH __attribute__((__fallthrough__)) +#else +#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ +#endif /* SDL_HAS_FALLTHROUGH */ +#undef SDL_HAS_FALLTHROUGH +#endif /* C++17 or C2x */ +#endif /* SDL_FALLTHROUGH not defined */ + +#ifndef SDL_NODISCARD +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L) +#define SDL_NODISCARD [[nodiscard]] +#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) +#define SDL_NODISCARD __attribute__((warn_unused_result)) +#elif defined(_MSC_VER) && (_MSC_VER >= 1700) +#define SDL_NODISCARD _Check_return_ +#else +#define SDL_NODISCARD +#endif /* C++17 or C23 */ +#endif /* SDL_NODISCARD not defined */ + +#ifndef SDL_MALLOC +#if defined(__GNUC__) && (__GNUC__ >= 3) +#define SDL_MALLOC __attribute__((malloc)) +/** FIXME +#elif defined(_MSC_VER) +#define SDL_MALLOC __declspec(allocator) __desclspec(restrict) +**/ +#else +#define SDL_MALLOC +#endif +#endif /* SDL_MALLOC not defined */ + +#ifndef SDL_ALLOC_SIZE +#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) +#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p))) +#elif defined(_MSC_VER) +#define SDL_ALLOC_SIZE(p) +#else +#define SDL_ALLOC_SIZE(p) +#endif +#endif /* SDL_ALLOC_SIZE not defined */ + +#ifndef SDL_ALLOC_SIZE2 +#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) +#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2))) +#elif defined(_MSC_VER) +#define SDL_ALLOC_SIZE2(p1, p2) +#else +#define SDL_ALLOC_SIZE2(p1, p2) +#endif +#endif /* SDL_ALLOC_SIZE2 not defined */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_bits.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_bits.h new file mode 100644 index 0000000..7435ce6 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_bits.h @@ -0,0 +1,147 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryBits + * + * Functions for fiddling with bits and bitmasks. + */ + +#ifndef SDL_bits_h_ +#define SDL_bits_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#if defined(__WATCOMC__) && defined(__386__) +extern __inline int _SDL_bsr_watcom(Uint32); +#pragma aux _SDL_bsr_watcom = \ + "bsr eax, eax" \ + parm [eax] nomemory \ + value [eax] \ + modify exact [eax] nomemory; +#endif + +/** + * Get the index of the most significant (set) bit in a 32-bit number. + * + * Result is undefined when called with 0. This operation can also be stated + * as "count leading zeroes" and "log base 2". + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the 32-bit value to examine. + * \returns the index of the most significant bit, or -1 if the value is 0. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x) +{ +#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4)) + /* Count Leading Zeroes builtin in GCC. + * http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html + */ + if (x == 0) { + return -1; + } + return 31 - __builtin_clz(x); +#elif defined(__WATCOMC__) && defined(__386__) + if (x == 0) { + return -1; + } + return _SDL_bsr_watcom(x); +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + unsigned long index; + if (_BitScanReverse(&index, x)) { + return (int)index; + } + return -1; +#else + /* Based off of Bit Twiddling Hacks by Sean Eron Anderson + * , released in the public domain. + * http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog + */ + const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000}; + const int S[] = {1, 2, 4, 8, 16}; + + int msbIndex = 0; + int i; + + if (x == 0) { + return -1; + } + + for (i = 4; i >= 0; i--) + { + if (x & b[i]) + { + x >>= S[i]; + msbIndex |= S[i]; + } + } + + return msbIndex; +#endif +} + +/** + * Determine if a unsigned 32-bit value has exactly one bit set. + * + * If there are no bits set (`x` is zero), or more than one bit set, this + * returns false. If any one bit is exclusively set, this returns true. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the 32-bit value to examine. + * \returns true if exactly one bit is set in `x`, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x) +{ + if (x && !(x & (x - 1))) { + return true; + } + return false; +} + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_bits_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_blendmode.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_blendmode.h new file mode 100644 index 0000000..8f00cbc --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_blendmode.h @@ -0,0 +1,202 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryBlendmode + * + * Blend modes decide how two colors will mix together. There are both + * standard modes for basic needs and a means to create custom modes, + * dictating what sort of math to do on what color components. + */ + +#ifndef SDL_blendmode_h_ +#define SDL_blendmode_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A set of blend modes used in drawing operations. + * + * These predefined blend modes are supported everywhere. + * + * Additional values may be obtained from SDL_ComposeCustomBlendMode. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_ComposeCustomBlendMode + */ +typedef Uint32 SDL_BlendMode; + +#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */ +#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */ +#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */ +#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */ +#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */ +#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */ +#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */ +#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu + +/** + * The blend operation used when combining source and destination pixel + * components. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_BlendOperation +{ + SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */ + SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */ + SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */ + SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */ + SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */ +} SDL_BlendOperation; + +/** + * The normalized factor used to multiply pixel components. + * + * The blend factors are multiplied with the pixels from a drawing operation + * (src) and the pixels from the render target (dst) before the blend + * operation. The comma-separated factors listed above are always applied in + * the component order red, green, blue, and alpha. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_BlendFactor +{ + SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */ + SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */ + SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */ + SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */ + SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */ + SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */ +} SDL_BlendFactor; + +/** + * Compose a custom blend mode for renderers. + * + * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + * the SDL_BlendMode returned by this function if the renderer supports it. + * + * A blend mode controls how the pixels from a drawing operation (source) get + * combined with the pixels from the render target (destination). First, the + * components of the source and destination pixels get multiplied with their + * blend factors. Then, the blend operation takes the two products and + * calculates the result that will get stored in the render target. + * + * Expressed in pseudocode, it would look like this: + * + * ```c + * dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); + * dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); + * ``` + * + * Where the functions `colorOperation(src, dst)` and `alphaOperation(src, + * dst)` can return one of the following: + * + * - `src + dst` + * - `src - dst` + * - `dst - src` + * - `min(src, dst)` + * - `max(src, dst)` + * + * The red, green, and blue components are always multiplied with the first, + * second, and third components of the SDL_BlendFactor, respectively. The + * fourth component is not used. + * + * The alpha component is always multiplied with the fourth component of the + * SDL_BlendFactor. The other components are not used in the alpha + * calculation. + * + * Support for these blend modes varies for each renderer. To check if a + * specific SDL_BlendMode is supported, create a renderer and pass it to + * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will + * return with an error if the blend mode is not supported. + * + * This list describes the support of custom blend modes for each renderer. + * All renderers support the four blend modes listed in the SDL_BlendMode + * enumeration. + * + * - **direct3d**: Supports all operations with all factors. However, some + * factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and + * `SDL_BLENDOPERATION_MAXIMUM`. + * - **direct3d11**: Same as Direct3D 9. + * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here. + * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, + * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` + * operations with all factors. + * - **psp**: No custom blend mode support. + * - **software**: No custom blend mode support. + * + * Some renderers do not provide an alpha component for the default render + * target. The `SDL_BLENDFACTOR_DST_ALPHA` and + * `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this + * case. + * + * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and + * blue components of the source pixels. + * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and + * blue components of the destination pixels. + * \param colorOperation the SDL_BlendOperation used to combine the red, + * green, and blue components of the source and + * destination pixels. + * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of + * the source pixels. + * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of + * the destination pixels. + * \param alphaOperation the SDL_BlendOperation used to combine the alpha + * component of the source and destination pixels. + * \returns an SDL_BlendMode that represents the chosen factors and + * operations. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_SetTextureBlendMode + * \sa SDL_GetTextureBlendMode + */ +extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, + SDL_BlendFactor dstColorFactor, + SDL_BlendOperation colorOperation, + SDL_BlendFactor srcAlphaFactor, + SDL_BlendFactor dstAlphaFactor, + SDL_BlendOperation alphaOperation); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_blendmode_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_camera.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_camera.h new file mode 100644 index 0000000..5f3911f --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_camera.h @@ -0,0 +1,519 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryCamera + * + * Video capture for the SDL library. + * + * This API lets apps read input from video sources, like webcams. Camera + * devices can be enumerated, queried, and opened. Once opened, it will + * provide SDL_Surface objects as new frames of video come in. These surfaces + * can be uploaded to an SDL_Texture or processed as pixels in memory. + * + * Several platforms will alert the user if an app tries to access a camera, + * and some will present a UI asking the user if your application should be + * allowed to obtain images at all, which they can deny. A successfully opened + * camera will not provide images until permission is granted. Applications, + * after opening a camera device, can see if they were granted access by + * either polling with the SDL_GetCameraPermissionState() function, or waiting + * for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED + * event. Platforms that don't have any user approval process will report + * approval immediately. + * + * Note that SDL cameras only provide video as individual frames; they will + * not provide full-motion video encoded in a movie file format, although an + * app is free to encode the acquired frames into any format it likes. It also + * does not provide audio from the camera hardware through this API; not only + * do many webcams not have microphones at all, many people--from streamers to + * people on Zoom calls--will want to use a separate microphone regardless of + * the camera. In any case, recorded audio will be available through SDL's + * audio API no matter what hardware provides the microphone. + * + * ## Camera gotchas + * + * Consumer-level camera hardware tends to take a little while to warm up, + * once the device has been opened. Generally most camera apps have some sort + * of UI to take a picture (a button to snap a pic while a preview is showing, + * some sort of multi-second countdown for the user to pose, like a photo + * booth), which puts control in the users' hands, or they are intended to + * stay on for long times (Pokemon Go, etc). + * + * It's not uncommon that a newly-opened camera will provide a couple of + * completely black frames, maybe followed by some under-exposed images. If + * taking a single frame automatically, or recording video from a camera's + * input without the user initiating it from a preview, it could be wise to + * drop the first several frames (if not the first several _seconds_ worth of + * frames!) before using images from a camera. + */ + +#ifndef SDL_camera_h_ +#define SDL_camera_h_ + +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a camera device for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the device is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + */ +typedef Uint32 SDL_CameraID; + +/** + * The opaque structure used to identify an opened SDL camera. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Camera SDL_Camera; + +/** + * The details of an output format for a camera device. + * + * Cameras often support multiple formats; each one will be encapsulated in + * this struct. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetCameraSupportedFormats + * \sa SDL_GetCameraFormat + */ +typedef struct SDL_CameraSpec +{ + SDL_PixelFormat format; /**< Frame format */ + SDL_Colorspace colorspace; /**< Frame colorspace */ + int width; /**< Frame width */ + int height; /**< Frame height */ + int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */ + int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */ +} SDL_CameraSpec; + +/** + * The position of camera in relation to system device. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetCameraPosition + */ +typedef enum SDL_CameraPosition +{ + SDL_CAMERA_POSITION_UNKNOWN, + SDL_CAMERA_POSITION_FRONT_FACING, + SDL_CAMERA_POSITION_BACK_FACING +} SDL_CameraPosition; + + +/** + * Use this function to get the number of built-in camera drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have v4l2 support, but if + * there's no kernel support available, SDL's v4l2 driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in camera drivers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameraDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void); + +/** + * Use this function to get the name of a built in camera driver. + * + * The list of camera drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "v4l2", + * "coremedia" or "android". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the camera driver; the value ranges from 0 to + * SDL_GetNumCameraDrivers() - 1. + * \returns the name of the camera driver at the requested index, or NULL if + * an invalid index was specified. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumCameraDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index); + +/** + * Get the name of the current camera driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "v4l2", + * "coremedia" or "android". These never have Unicode characters, and are not + * meant to be proper names. + * + * \returns the name of the current camera driver or NULL if no driver has + * been initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void); + +/** + * Get a list of currently connected camera devices. + * + * \param count a pointer filled in with the number of cameras returned, may + * be NULL. + * \returns a 0 terminated array of camera instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count); + +/** + * Get the list of native formats/sizes a camera supports. + * + * This returns a list of all formats and frame sizes that a specific camera + * can offer. This is useful if your app can accept a variety of image formats + * and sizes and so want to find the optimal spec that doesn't require + * conversion. + * + * This function isn't strictly required; if you call SDL_OpenCamera with a + * NULL spec, SDL will choose a native format for you, and if you instead + * specify a desired format, it will transparently convert to the requested + * format on your behalf. + * + * If `count` is not NULL, it will be filled with the number of elements in + * the returned array. + * + * Note that it's legal for a camera to supply an empty list. This is what + * will happen on Emscripten builds, since that platform won't tell _anything_ + * about available cameras until you've opened one, and won't even tell if + * there _is_ a camera until the user has given you permission to check + * through a scary warning popup. + * + * \param instance_id the camera device instance ID. + * \param count a pointer filled in with the number of elements in the list, + * may be NULL. + * \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count); + +/** + * Get the human-readable device name for a camera. + * + * \param instance_id the camera device instance ID. + * \returns a human-readable device name or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id); + +/** + * Get the position of the camera in relation to the system. + * + * Most platforms will report UNKNOWN, but mobile devices, like phones, can + * often make a distinction between cameras on the front of the device (that + * points towards the user, for taking "selfies") and cameras on the back (for + * filming in the direction the user is facing). + * + * \param instance_id the camera device instance ID. + * \returns the position of the camera on the system hardware. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + */ +extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id); + +/** + * Open a video recording device (a "camera"). + * + * You can open the device with any reasonable spec, and if the hardware can't + * directly support it, it will convert data seamlessly to the requested + * format. This might incur overhead, including scaling of image data. + * + * If you would rather accept whatever format the device offers, you can pass + * a NULL spec here and it will choose one for you (and you can use + * SDL_Surface's conversion/scaling functions directly if necessary). + * + * You can call SDL_GetCameraFormat() to get the actual data format if passing + * a NULL spec here. You can see the exact specs a device can support without + * conversion with SDL_GetCameraSupportedFormats(). + * + * SDL will not attempt to emulate framerate; it will try to set the hardware + * to the rate closest to the requested speed, but it won't attempt to limit + * or duplicate frames artificially; call SDL_GetCameraFormat() to see the + * actual framerate of the opened the device, and check your timestamps if + * this is crucial to your app! + * + * Note that the camera is not usable until the user approves its use! On some + * platforms, the operating system will prompt the user to permit access to + * the camera, and they can choose Yes or No at that point. Until they do, the + * camera will not be usable. The app should either wait for an + * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event, + * or poll SDL_GetCameraPermissionState() occasionally until it returns + * non-zero. On platforms that don't require explicit user approval (and + * perhaps in places where the user previously permitted access), the approval + * event might come immediately, but it might come seconds, minutes, or hours + * later! + * + * \param instance_id the camera device instance ID. + * \param spec the desired format for data the device will provide. Can be + * NULL. + * \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + * \sa SDL_GetCameraFormat + */ +extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec); + +/** + * Query if camera access has been approved by the user. + * + * Cameras will not function between when the device is opened by the app and + * when the user permits access to the hardware. On some platforms, this + * presents as a popup dialog where the user has to explicitly approve access; + * on others the approval might be implicit and not alert the user at all. + * + * This function can be used to check the status of that approval. It will + * return 0 if still waiting for user response, 1 if the camera is approved + * for use, and -1 if the user denied access. + * + * Instead of polling with this function, you can wait for a + * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event + * in the standard SDL event loop, which is guaranteed to be sent once when + * permission to use the camera is decided. + * + * If a camera is declined, there's nothing to be done but call + * SDL_CloseCamera() to dispose of it. + * + * \param camera the opened camera device to query. + * \returns -1 if user denied access to the camera, 1 if user approved access, + * 0 if no decision has been made yet. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + * \sa SDL_CloseCamera + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera); + +/** + * Get the instance ID of an opened camera. + * + * \param camera an SDL_Camera to query. + * \returns the instance ID of the specified camera on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera); + +/** + * Get the properties associated with an opened camera. + * + * \param camera the SDL_Camera obtained from SDL_OpenCamera(). + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera); + +/** + * Get the spec that a camera is using when generating images. + * + * Note that this might not be the native format of the hardware, as SDL might + * be converting to this format behind the scenes. + * + * If the system is waiting for the user to approve access to the camera, as + * some platforms require, this will return false, but this isn't necessarily + * a fatal error; you should either wait for an + * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event, + * or poll SDL_GetCameraPermissionState() occasionally until it returns + * non-zero. + * + * \param camera opened camera device. + * \param spec the SDL_CameraSpec to be initialized by this function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec); + +/** + * Acquire a frame. + * + * The frame is a memory pointer to the image data, whose size and format are + * given by the spec requested when opening the device. + * + * This is a non blocking API. If there is a frame available, a non-NULL + * surface is returned, and timestampNS will be filled with a non-zero value. + * + * Note that an error case can also return NULL, but a NULL by itself is + * normal and just signifies that a new frame is not yet available. Note that + * even if a camera device fails outright (a USB camera is unplugged while in + * use, etc), SDL will send an event separately to notify the app, but + * continue to provide blank frames at ongoing intervals until + * SDL_CloseCamera() is called, so real failure here is almost always an out + * of memory condition. + * + * After use, the frame should be released with SDL_ReleaseCameraFrame(). If + * you don't do this, the system may stop providing more video! + * + * Do not call SDL_DestroySurface() on the returned surface! It must be given + * back to the camera subsystem with SDL_ReleaseCameraFrame! + * + * If the system is waiting for the user to approve access to the camera, as + * some platforms require, this will return NULL (no frames available); you + * should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or + * SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll + * SDL_GetCameraPermissionState() occasionally until it returns non-zero. + * + * \param camera opened camera device. + * \param timestampNS a pointer filled in with the frame's timestamp, or 0 on + * error. Can be NULL. + * \returns a new frame of video on success, NULL if none is currently + * available. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ReleaseCameraFrame + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS); + +/** + * Release a frame of video acquired from a camera. + * + * Let the back-end re-use the internal buffer for camera. + * + * This function _must_ be called only on surface objects returned by + * SDL_AcquireCameraFrame(). This function should be called as quickly as + * possible after acquisition, as SDL keeps a small FIFO queue of surfaces for + * video frames; if surfaces aren't released in a timely manner, SDL may drop + * upcoming video frames from the camera. + * + * If the app needs to keep the surface for a significant time, they should + * make a copy of it and release the original. + * + * The app should not use the surface again after calling this function; + * assume the surface is freed and the pointer is invalid. + * + * \param camera opened camera device. + * \param frame the video frame surface to release. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireCameraFrame + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame); + +/** + * Use this function to shut down camera processing and close the camera + * device. + * + * \param camera opened camera device. + * + * \threadsafety It is safe to call this function from any thread, but no + * thread may reference `device` once this function is called. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_camera_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_clipboard.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_clipboard.h new file mode 100644 index 0000000..0d3cbb4 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_clipboard.h @@ -0,0 +1,331 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryClipboard + * + * SDL provides access to the system clipboard, both for reading information + * from other processes and publishing information of its own. + * + * This is not just text! SDL apps can access and publish data by mimetype. + * + * ## Basic use (text) + * + * Obtaining and publishing simple text to the system clipboard is as easy as + * calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively. + * These deal with C strings in UTF-8 encoding. Data transmission and encoding + * conversion is completely managed by SDL. + * + * ## Clipboard callbacks (data other than text) + * + * Things get more complicated when the clipboard contains something other + * than text. Not only can the system clipboard contain data of any type, in + * some cases it can contain the same data in different formats! For example, + * an image painting app might let the user copy a graphic to the clipboard, + * and offers it in .BMP, .JPG, or .PNG format for other apps to consume. + * + * Obtaining clipboard data ("pasting") like this is a matter of calling + * SDL_GetClipboardData() and telling it the mimetype of the data you want. + * But how does one know if that format is available? SDL_HasClipboardData() + * can report if a specific mimetype is offered, and + * SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes + * available, so the app can decide what to do with the data and what formats + * it can support. + * + * Setting the clipboard ("copying") to arbitrary data is done with + * SDL_SetClipboardData. The app does not provide the data in this call, but + * rather the mimetypes it is willing to provide and a callback function. + * During the callback, the app will generate the data. This allows massive + * data sets to be provided to the clipboard, without any data being copied + * before it is explicitly requested. More specifically, it allows an app to + * offer data in multiple formats without providing a copy of all of them + * upfront. If the app has an image that it could provide in PNG or JPG + * format, it doesn't have to encode it to either of those unless and until + * something tries to paste it. + * + * ## Primary Selection + * + * The X11 and Wayland video targets have a concept of the "primary selection" + * in addition to the usual clipboard. This is generally highlighted (but not + * explicitly copied) text from various apps. SDL offers APIs for this through + * SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers + * these APIs on platforms without this concept, too, but only so far that it + * will keep a copy of a string that the app sets for later retrieval; the + * operating system will not ever attempt to change the string externally if + * it doesn't support a primary selection. + */ + +#ifndef SDL_clipboard_h_ +#define SDL_clipboard_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +/** + * Put UTF-8 text into the clipboard. + * + * \param text the text to store in the clipboard. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_HasClipboardText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text); + +/** + * Get UTF-8 text from the clipboard. + * + * This functions returns an empty string if there was not enough memory left + * for a copy of the clipboard's content. + * + * \returns the clipboard text on success or an empty string on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasClipboardText + * \sa SDL_SetClipboardText + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void); + +/** + * Query whether the clipboard exists and contains a non-empty text string. + * + * \returns true if the clipboard has text, or false if it does not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_SetClipboardText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void); + +/** + * Put UTF-8 text into the primary selection. + * + * \param text the text to store in the primary selection. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPrimarySelectionText + * \sa SDL_HasPrimarySelectionText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text); + +/** + * Get UTF-8 text from the primary selection. + * + * This functions returns an empty string if there was not enough memory left + * for a copy of the primary selection's content. + * + * \returns the primary selection text on success or an empty string on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasPrimarySelectionText + * \sa SDL_SetPrimarySelectionText + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void); + +/** + * Query whether the primary selection exists and contains a non-empty text + * string. + * + * \returns true if the primary selection has text, or false if it does not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPrimarySelectionText + * \sa SDL_SetPrimarySelectionText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void); + +/** + * Callback function that will be called when data for the specified mime-type + * is requested by the OS. + * + * The callback function is called with NULL as the mime_type when the + * clipboard is cleared or new data is set. The clipboard is automatically + * cleared in SDL_Quit(). + * + * \param userdata a pointer to provided user data. + * \param mime_type the requested mime-type. + * \param size a pointer filled in with the length of the returned data. + * \returns a pointer to the data for the provided mime-type. Returning NULL + * or setting length to 0 will cause no data to be sent to the + * "receiver". It is up to the receiver to handle this. Essentially + * returning no data is more or less undefined behavior and may cause + * breakage in receiving applications. The returned data will not be + * freed so it needs to be retained and dealt with internally. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size); + +/** + * Callback function that will be called when the clipboard is cleared, or new + * data is set. + * + * \param userdata a pointer to provided user data. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata); + +/** + * Offer clipboard data to the OS. + * + * Tell the operating system that the application is offering clipboard data + * for each of the provided mime-types. Once another application requests the + * data the callback function will be called, allowing it to generate and + * respond with the data for the requested mime-type. + * + * The size of text data does not include any terminator, and the text does + * not need to be null terminated (e.g. you can directly copy a portion of a + * document). + * + * \param callback a function pointer to the function that provides the + * clipboard data. + * \param cleanup a function pointer to the function that cleans up the + * clipboard data. + * \param userdata an opaque pointer that will be forwarded to the callbacks. + * \param mime_types a list of mime-types that are being offered. + * \param num_mime_types the number of mime-types in the mime_types list. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearClipboardData + * \sa SDL_GetClipboardData + * \sa SDL_HasClipboardData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types); + +/** + * Clear the clipboard data. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void); + +/** + * Get the data from clipboard for a given mime type. + * + * The size of text data does not include the terminator, but the text is + * guaranteed to be null terminated. + * + * \param mime_type the mime type to read from the clipboard. + * \param size a pointer filled in with the length of the returned data. + * \returns the retrieved data buffer or NULL on failure; call SDL_GetError() + * for more information. This should be freed with SDL_free() when it + * is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasClipboardData + * \sa SDL_SetClipboardData + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size); + +/** + * Query whether there is data in the clipboard for the provided mime type. + * + * \param mime_type the mime type to check for data for. + * \returns true if there exists data in clipboard for the provided mime type, + * false if it does not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + * \sa SDL_GetClipboardData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type); + +/** + * Retrieve the list of mime types available in the clipboard. + * + * \param num_mime_types a pointer filled with the number of mime types, may + * be NULL. + * \returns a null terminated array of strings with mime types, or NULL on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_clipboard_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_close_code.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_close_code.h new file mode 100644 index 0000000..da1dea7 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_close_code.h @@ -0,0 +1,41 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This file reverses the effects of SDL_begin_code.h and should be included + * after you finish any function and structure declarations in your headers. + * + * SDL's headers use this; applications generally should not include this + * header directly. + */ + +#ifndef SDL_begin_code_h +#error SDL_close_code.h included without matching SDL_begin_code.h +#endif +#undef SDL_begin_code_h + +/* Reset structure packing at previous byte alignment */ +#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) +#ifdef __BORLANDC__ +#pragma nopackwarning +#endif +#pragma pack(pop) +#endif /* Compiler needs structure packing set */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_copying.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_copying.h new file mode 100644 index 0000000..747bd35 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_copying.h @@ -0,0 +1,22 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* Header file containing SDL's license. */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_cpuinfo.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_cpuinfo.h new file mode 100644 index 0000000..1745bd9 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_cpuinfo.h @@ -0,0 +1,353 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: CPUInfo */ + +/** + * # CategoryCPUInfo + * + * CPU feature detection for SDL. + * + * These functions are largely concerned with reporting if the system has + * access to various SIMD instruction sets, but also has other important info + * to share, such as system RAM size and number of logical CPU cores. + * + * CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are + * available on all platforms, even if they don't make sense (an ARM processor + * will never have SSE and an x86 processor will never have NEON, for example, + * but these functions still exist and will simply return false in these + * cases). + */ + +#ifndef SDL_cpuinfo_h_ +#define SDL_cpuinfo_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A guess for the cacheline size used for padding. + * + * Most x86 processors have a 64 byte cache line. The 64-bit PowerPC + * processors have a 128 byte cache line. We use the larger value to be + * generally safe. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CACHELINE_SIZE 128 + +/** + * Get the number of logical CPU cores available. + * + * \returns the total number of logical CPU cores. On CPUs that include + * technologies such as hyperthreading, the number of logical cores + * may be more than the number of physical cores. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumLogicalCPUCores(void); + +/** + * Determine the L1 cache line size of the CPU. + * + * This is useful for determining multi-threaded structure padding or SIMD + * prefetch sizes. + * + * \returns the L1 cache line size of the CPU, in bytes. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void); + +/** + * Determine whether the CPU has AltiVec features. + * + * This always returns false on CPUs that aren't using PowerPC instruction + * sets. + * + * \returns true if the CPU has AltiVec features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAltiVec(void); + +/** + * Determine whether the CPU has MMX features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has MMX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasMMX(void); + +/** + * Determine whether the CPU has SSE features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE(void); + +/** + * Determine whether the CPU has SSE2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE2 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE2(void); + +/** + * Determine whether the CPU has SSE3 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE3 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE3(void); + +/** + * Determine whether the CPU has SSE4.1 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE4.1 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE41(void); + +/** + * Determine whether the CPU has SSE4.2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE4.2 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE42(void); + +/** + * Determine whether the CPU has AVX features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has AVX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasAVX2 + * \sa SDL_HasAVX512F + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX(void); + +/** + * Determine whether the CPU has AVX2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has AVX2 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasAVX + * \sa SDL_HasAVX512F + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX2(void); + +/** + * Determine whether the CPU has AVX-512F (foundation) features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has AVX-512F features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX512F(void); + +/** + * Determine whether the CPU has ARM SIMD (ARMv6) features. + * + * This is different from ARM NEON, which is a different instruction set. + * + * This always returns false on CPUs that aren't using ARM instruction sets. + * + * \returns true if the CPU has ARM SIMD features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasNEON + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasARMSIMD(void); + +/** + * Determine whether the CPU has NEON (ARM SIMD) features. + * + * This always returns false on CPUs that aren't using ARM instruction sets. + * + * \returns true if the CPU has ARM NEON features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasNEON(void); + +/** + * Determine whether the CPU has LSX (LOONGARCH SIMD) features. + * + * This always returns false on CPUs that aren't using LOONGARCH instruction + * sets. + * + * \returns true if the CPU has LOONGARCH LSX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasLSX(void); + +/** + * Determine whether the CPU has LASX (LOONGARCH SIMD) features. + * + * This always returns false on CPUs that aren't using LOONGARCH instruction + * sets. + * + * \returns true if the CPU has LOONGARCH LASX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasLASX(void); + +/** + * Get the amount of RAM configured in the system. + * + * \returns the amount of RAM configured in the system in MiB. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void); + +/** + * Report the alignment this system needs for SIMD allocations. + * + * This will return the minimum number of bytes to which a pointer must be + * aligned to be compatible with SIMD instructions on the current machine. For + * example, if the machine supports SSE only, it will return 16, but if it + * supports AVX-512F, it'll return 64 (etc). This only reports values for + * instruction sets SDL knows about, so if your SDL build doesn't have + * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and + * not 64 for the AVX-512 instructions that exist but SDL doesn't know about. + * Plan accordingly. + * + * \returns the alignment in bytes needed for available, known SIMD + * instructions. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_aligned_alloc + * \sa SDL_aligned_free + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_cpuinfo_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_dialog.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_dialog.h new file mode 100644 index 0000000..ddb9e24 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_dialog.h @@ -0,0 +1,341 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryDialog + * + * File dialog support. + * + * SDL offers file dialogs, to let users select files with native GUI + * interfaces. There are "open" dialogs, "save" dialogs, and folder selection + * dialogs. The app can control some details, such as filtering to specific + * files, or whether multiple files can be selected by the user. + * + * Note that launching a file dialog is a non-blocking operation; control + * returns to the app immediately, and a callback is called later (possibly in + * another thread) when the user makes a choice. + */ + +#ifndef SDL_dialog_h_ +#define SDL_dialog_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An entry for filters for file dialogs. + * + * `name` is a user-readable label for the filter (for example, "Office + * document"). + * + * `pattern` is a semicolon-separated list of file extensions (for example, + * "doc;docx"). File extensions may only contain alphanumeric characters, + * hyphens, underscores and periods. Alternatively, the whole string can be a + * single asterisk ("*"), which serves as an "All files" filter. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +typedef struct SDL_DialogFileFilter +{ + const char *name; + const char *pattern; +} SDL_DialogFileFilter; + +/** + * Callback used by file dialog functions. + * + * The specific usage is described in each function. + * + * If `filelist` is: + * + * - NULL, an error occurred. Details can be obtained with SDL_GetError(). + * - A pointer to NULL, the user either didn't choose any file or canceled the + * dialog. + * - A pointer to non-`NULL`, the user chose one or more files. The argument + * is a null-terminated array of pointers to UTF-8 encoded strings, each + * containing a path. + * + * The filelist argument should not be freed; it will automatically be freed + * when the callback returns. + * + * The filter argument is the index of the filter that was selected, or -1 if + * no filter was selected or if the platform or method doesn't support + * fetching the selected filter. + * + * In Android, the `filelist` are `content://` URIs. They should be opened + * using SDL_IOFromFile() with appropriate modes. This applies both to open + * and save file dialog. + * + * \param userdata an app-provided pointer, for the callback's use. + * \param filelist the file(s) chosen by the user. + * \param filter index of the selected filter. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_DialogFileFilter + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +typedef void (SDLCALL *SDL_DialogFileCallback)(void *userdata, const char * const *filelist, int filter); + +/** + * Displays a dialog that lets the user select a file on their filesystem. + * + * This is an asynchronous function; it will return immediately, and the + * result will be passed to the callback. + * + * The callback will be invoked with a null-terminated list of files the user + * chose. The list will be empty if the user canceled the dialog, and it will + * be NULL if an error occurred. + * + * Note that the callback may be called from a different thread than the one + * the function was invoked on. + * + * Depending on the platform, the user may be allowed to input paths that + * don't yet exist. + * + * On Linux, dialogs may require XDG Portals, which requires DBus, which + * requires an event-handling loop. Apps that do not use SDL to handle events + * should add a call to SDL_PumpEvents in their main loop. + * + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param window the window that the dialog should be modal for, may be NULL. + * Not all platforms support this option. + * \param filters a list of filters, may be NULL. Not all platforms support + * this option, and platforms that do support it may allow the + * user to ignore the filters. If non-NULL, it must remain + * valid at least until the callback is invoked. + * \param nfilters the number of filters. Ignored if filters is NULL. + * \param default_location the default folder or file to start the dialog at, + * may be NULL. Not all platforms support this option. + * \param allow_many if non-zero, the user will be allowed to select multiple + * entries. Not all platforms support this option. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_DialogFileFilter + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location, bool allow_many); + +/** + * Displays a dialog that lets the user choose a new or existing file on their + * filesystem. + * + * This is an asynchronous function; it will return immediately, and the + * result will be passed to the callback. + * + * The callback will be invoked with a null-terminated list of files the user + * chose. The list will be empty if the user canceled the dialog, and it will + * be NULL if an error occurred. + * + * Note that the callback may be called from a different thread than the one + * the function was invoked on. + * + * The chosen file may or may not already exist. + * + * On Linux, dialogs may require XDG Portals, which requires DBus, which + * requires an event-handling loop. Apps that do not use SDL to handle events + * should add a call to SDL_PumpEvents in their main loop. + * + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param window the window that the dialog should be modal for, may be NULL. + * Not all platforms support this option. + * \param filters a list of filters, may be NULL. Not all platforms support + * this option, and platforms that do support it may allow the + * user to ignore the filters. If non-NULL, it must remain + * valid at least until the callback is invoked. + * \param nfilters the number of filters. Ignored if filters is NULL. + * \param default_location the default folder or file to start the dialog at, + * may be NULL. Not all platforms support this option. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_DialogFileFilter + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowSaveFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location); + +/** + * Displays a dialog that lets the user select a folder on their filesystem. + * + * This is an asynchronous function; it will return immediately, and the + * result will be passed to the callback. + * + * The callback will be invoked with a null-terminated list of files the user + * chose. The list will be empty if the user canceled the dialog, and it will + * be NULL if an error occurred. + * + * Note that the callback may be called from a different thread than the one + * the function was invoked on. + * + * Depending on the platform, the user may be allowed to input paths that + * don't yet exist. + * + * On Linux, dialogs may require XDG Portals, which requires DBus, which + * requires an event-handling loop. Apps that do not use SDL to handle events + * should add a call to SDL_PumpEvents in their main loop. + * + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param window the window that the dialog should be modal for, may be NULL. + * Not all platforms support this option. + * \param default_location the default folder or file to start the dialog at, + * may be NULL. Not all platforms support this option. + * \param allow_many if non-zero, the user will be allowed to select multiple + * entries. Not all platforms support this option. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowFileDialogWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFolderDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const char *default_location, bool allow_many); + +/** + * Various types of file dialogs. + * + * This is used by SDL_ShowFileDialogWithProperties() to decide what kind of + * dialog to present to the user. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_ShowFileDialogWithProperties + */ +typedef enum SDL_FileDialogType +{ + SDL_FILEDIALOG_OPENFILE, + SDL_FILEDIALOG_SAVEFILE, + SDL_FILEDIALOG_OPENFOLDER +} SDL_FileDialogType; + +/** + * Create and launch a file dialog with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_FILE_DIALOG_FILTERS_POINTER`: a pointer to a list of + * SDL_DialogFileFilter structs, which will be used as filters for + * file-based selections. Ignored if the dialog is an "Open Folder" dialog. + * If non-NULL, the array of filters must remain valid at least until the + * callback is invoked. + * - `SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER`: the number of filters in the + * array of filters, if it exists. + * - `SDL_PROP_FILE_DIALOG_WINDOW_POINTER`: the window that the dialog should + * be modal for. + * - `SDL_PROP_FILE_DIALOG_LOCATION_STRING`: the default folder or file to + * start the dialog at. + * - `SDL_PROP_FILE_DIALOG_MANY_BOOLEAN`: true to allow the user to select + * more than one entry. + * - `SDL_PROP_FILE_DIALOG_TITLE_STRING`: the title for the dialog. + * - `SDL_PROP_FILE_DIALOG_ACCEPT_STRING`: the label that the accept button + * should have. + * - `SDL_PROP_FILE_DIALOG_CANCEL_STRING`: the label that the cancel button + * should have. + * + * Note that each platform may or may not support any of the properties. + * + * \param type the type of file dialog. + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param props the properties to use. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FileDialogType + * \sa SDL_DialogFileCallback + * \sa SDL_DialogFileFilter + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowFileDialogWithProperties(SDL_FileDialogType type, SDL_DialogFileCallback callback, void *userdata, SDL_PropertiesID props); + +#define SDL_PROP_FILE_DIALOG_FILTERS_POINTER "SDL.filedialog.filters" +#define SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER "SDL.filedialog.nfilters" +#define SDL_PROP_FILE_DIALOG_WINDOW_POINTER "SDL.filedialog.window" +#define SDL_PROP_FILE_DIALOG_LOCATION_STRING "SDL.filedialog.location" +#define SDL_PROP_FILE_DIALOG_MANY_BOOLEAN "SDL.filedialog.many" +#define SDL_PROP_FILE_DIALOG_TITLE_STRING "SDL.filedialog.title" +#define SDL_PROP_FILE_DIALOG_ACCEPT_STRING "SDL.filedialog.accept" +#define SDL_PROP_FILE_DIALOG_CANCEL_STRING "SDL.filedialog.cancel" + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_dialog_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_egl.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_egl.h new file mode 100644 index 0000000..65d4e96 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_egl.h @@ -0,0 +1,2355 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the EGL API headers. + */ + +#include + +#if !defined(_MSC_VER) && !defined(SDL_PLATFORM_ANDROID) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#if defined(SDL_PLATFORM_VITA) +#include +#include +#include +#endif + +#include +#include + +#else /* _MSC_VER */ + +/* EGL headers for Visual Studio */ + +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + + +#ifndef __eglplatform_h_ +#define __eglplatform_h_ + +/* +** Copyright 2007-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* Platform-specific types and definitions for egl.h + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * You are encouraged to submit all modifications to the Khronos group so that + * they can be included in future versions of this file. Please submit changes + * by filing an issue or pull request on the public Khronos EGL Registry, at + * https://www.github.com/KhronosGroup/EGL-Registry/ + */ + +/*#include */ + +/* Macros used in EGL function prototype declarations. + * + * EGL functions should be prototyped as: + * + * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); + * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); + * + * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h + */ + +#ifndef EGLAPI +#define EGLAPI KHRONOS_APICALL +#endif + +#ifndef EGLAPIENTRY +#define EGLAPIENTRY KHRONOS_APIENTRY +#endif +#define EGLAPIENTRYP EGLAPIENTRY* + +/* The types NativeDisplayType, NativeWindowType, and NativePixmapType + * are aliases of window-system-dependent types, such as X Display * or + * Windows Device Context. They must be defined in platform-specific + * code below. The EGL-prefixed versions of Native*Type are the same + * types, renamed in EGL 1.3 so all types in the API start with "EGL". + * + * Khronos STRONGLY RECOMMENDS that you use the default definitions + * provided below, since these changes affect both binary and source + * portability of applications using EGL running on different EGL + * implementations. + */ + +#if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES) + +typedef void *EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +typedef HDC EGLNativeDisplayType; +typedef HBITMAP EGLNativePixmapType; +typedef HWND EGLNativeWindowType; + +#elif defined(SDL_PLATFORM_EMSCRIPTEN) + +typedef int EGLNativeDisplayType; +typedef int EGLNativePixmapType; +typedef int EGLNativeWindowType; + +#elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(WL_EGL_PLATFORM) + +typedef struct wl_display *EGLNativeDisplayType; +typedef struct wl_egl_pixmap *EGLNativePixmapType; +typedef struct wl_egl_window *EGLNativeWindowType; + +#elif defined(__GBM__) + +typedef struct gbm_device *EGLNativeDisplayType; +typedef struct gbm_bo *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__ANDROID__) || defined(ANDROID) + +struct ANativeWindow; +struct egl_native_pixmap_t; + +typedef void* EGLNativeDisplayType; +typedef struct egl_native_pixmap_t* EGLNativePixmapType; +typedef struct ANativeWindow* EGLNativeWindowType; + +#elif defined(USE_OZONE) + +typedef intptr_t EGLNativeDisplayType; +typedef intptr_t EGLNativePixmapType; +typedef intptr_t EGLNativeWindowType; + +#elif defined(USE_X11) + +/* X11 (tentative) */ +#include +#include + +typedef Display *EGLNativeDisplayType; +typedef Pixmap EGLNativePixmapType; +typedef Window EGLNativeWindowType; + +#elif defined(__unix__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__APPLE__) + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__HAIKU__) + +#include + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__Fuchsia__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#else +#error "Platform not recognized" +#endif + +/* EGL 1.2 types, renamed for consistency in EGL 1.3 */ +typedef EGLNativeDisplayType NativeDisplayType; +typedef EGLNativePixmapType NativePixmapType; +typedef EGLNativeWindowType NativeWindowType; + + +/* Define EGLint. This must be a signed integral type large enough to contain + * all legal attribute names and values passed into and out of EGL, whether + * their type is boolean, bitmask, enumerant (symbolic constant), integer, + * handle, or other. While in general a 32-bit integer will suffice, if + * handles are 64 bit types, then EGLint should be defined as a signed 64-bit + * integer type. + */ +typedef khronos_int32_t EGLint; + + +/* C++ / C typecast macros for special EGL handle values */ +#if defined(__cplusplus) +#define EGL_CAST(type, value) (static_cast(value)) +#else +#define EGL_CAST(type, value) ((type) (value)) +#endif + +#endif /* __eglplatform_h */ + + +#ifndef __egl_h_ +#define __egl_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +** +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** http://www.khronos.org/registry/egl +** +** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $ +*/ + +/*#include */ + +#ifndef EGL_EGL_PROTOTYPES +#define EGL_EGL_PROTOTYPES 1 +#endif + +/* Generated on date 20220525 */ + +/* Generated C header for: + * API: egl + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: None + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef EGL_VERSION_1_0 +#define EGL_VERSION_1_0 1 +typedef unsigned int EGLBoolean; +typedef void *EGLDisplay; +/*#include */ +/*#include */ +typedef void *EGLConfig; +typedef void *EGLSurface; +typedef void *EGLContext; +typedef void (*__eglMustCastToProperFunctionPointerType)(void); +#define EGL_ALPHA_SIZE 0x3021 +#define EGL_BAD_ACCESS 0x3002 +#define EGL_BAD_ALLOC 0x3003 +#define EGL_BAD_ATTRIBUTE 0x3004 +#define EGL_BAD_CONFIG 0x3005 +#define EGL_BAD_CONTEXT 0x3006 +#define EGL_BAD_CURRENT_SURFACE 0x3007 +#define EGL_BAD_DISPLAY 0x3008 +#define EGL_BAD_MATCH 0x3009 +#define EGL_BAD_NATIVE_PIXMAP 0x300A +#define EGL_BAD_NATIVE_WINDOW 0x300B +#define EGL_BAD_PARAMETER 0x300C +#define EGL_BAD_SURFACE 0x300D +#define EGL_BLUE_SIZE 0x3022 +#define EGL_BUFFER_SIZE 0x3020 +#define EGL_CONFIG_CAVEAT 0x3027 +#define EGL_CONFIG_ID 0x3028 +#define EGL_CORE_NATIVE_ENGINE 0x305B +#define EGL_DEPTH_SIZE 0x3025 +#define EGL_DONT_CARE EGL_CAST(EGLint,-1) +#define EGL_DRAW 0x3059 +#define EGL_EXTENSIONS 0x3055 +#define EGL_FALSE 0 +#define EGL_GREEN_SIZE 0x3023 +#define EGL_HEIGHT 0x3056 +#define EGL_LARGEST_PBUFFER 0x3058 +#define EGL_LEVEL 0x3029 +#define EGL_MAX_PBUFFER_HEIGHT 0x302A +#define EGL_MAX_PBUFFER_PIXELS 0x302B +#define EGL_MAX_PBUFFER_WIDTH 0x302C +#define EGL_NATIVE_RENDERABLE 0x302D +#define EGL_NATIVE_VISUAL_ID 0x302E +#define EGL_NATIVE_VISUAL_TYPE 0x302F +#define EGL_NONE 0x3038 +#define EGL_NON_CONFORMANT_CONFIG 0x3051 +#define EGL_NOT_INITIALIZED 0x3001 +#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0) +#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0) +#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0) +#define EGL_PBUFFER_BIT 0x0001 +#define EGL_PIXMAP_BIT 0x0002 +#define EGL_READ 0x305A +#define EGL_RED_SIZE 0x3024 +#define EGL_SAMPLES 0x3031 +#define EGL_SAMPLE_BUFFERS 0x3032 +#define EGL_SLOW_CONFIG 0x3050 +#define EGL_STENCIL_SIZE 0x3026 +#define EGL_SUCCESS 0x3000 +#define EGL_SURFACE_TYPE 0x3033 +#define EGL_TRANSPARENT_BLUE_VALUE 0x3035 +#define EGL_TRANSPARENT_GREEN_VALUE 0x3036 +#define EGL_TRANSPARENT_RED_VALUE 0x3037 +#define EGL_TRANSPARENT_RGB 0x3052 +#define EGL_TRANSPARENT_TYPE 0x3034 +#define EGL_TRUE 1 +#define EGL_VENDOR 0x3053 +#define EGL_VERSION 0x3054 +#define EGL_WIDTH 0x3057 +#define EGL_WINDOW_BIT 0x0004 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); +typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void); +typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferSurface (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurface (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreateWindowSurface (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyContext (EGLDisplay dpy, EGLContext ctx); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface (EGLDisplay dpy, EGLSurface surface); +EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigAttrib (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigs (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +EGLAPI EGLDisplay EGLAPIENTRY eglGetCurrentDisplay (void); +EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface (EGLint readdraw); +EGLAPI EGLDisplay EGLAPIENTRY eglGetDisplay (EGLNativeDisplayType display_id); +EGLAPI EGLint EGLAPIENTRY eglGetError (void); +EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname); +EGLAPI EGLBoolean EGLAPIENTRY eglInitialize (EGLDisplay dpy, EGLint *major, EGLint *minor); +EGLAPI EGLBoolean EGLAPIENTRY eglMakeCurrent (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryContext (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +EGLAPI const char *EGLAPIENTRY eglQueryString (EGLDisplay dpy, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface); +EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); +#endif +#endif /* EGL_VERSION_1_0 */ + +#ifndef EGL_VERSION_1_1 +#define EGL_VERSION_1_1 1 +#define EGL_BACK_BUFFER 0x3084 +#define EGL_BIND_TO_TEXTURE_RGB 0x3039 +#define EGL_BIND_TO_TEXTURE_RGBA 0x303A +#define EGL_CONTEXT_LOST 0x300E +#define EGL_MIN_SWAP_INTERVAL 0x303B +#define EGL_MAX_SWAP_INTERVAL 0x303C +#define EGL_MIPMAP_TEXTURE 0x3082 +#define EGL_MIPMAP_LEVEL 0x3083 +#define EGL_NO_TEXTURE 0x305C +#define EGL_TEXTURE_2D 0x305F +#define EGL_TEXTURE_FORMAT 0x3080 +#define EGL_TEXTURE_RGB 0x305D +#define EGL_TEXTURE_RGBA 0x305E +#define EGL_TEXTURE_TARGET 0x3081 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval); +#endif +#endif /* EGL_VERSION_1_1 */ + +#ifndef EGL_VERSION_1_2 +#define EGL_VERSION_1_2 1 +typedef unsigned int EGLenum; +typedef void *EGLClientBuffer; +#define EGL_ALPHA_FORMAT 0x3088 +#define EGL_ALPHA_FORMAT_NONPRE 0x308B +#define EGL_ALPHA_FORMAT_PRE 0x308C +#define EGL_ALPHA_MASK_SIZE 0x303E +#define EGL_BUFFER_PRESERVED 0x3094 +#define EGL_BUFFER_DESTROYED 0x3095 +#define EGL_CLIENT_APIS 0x308D +#define EGL_COLORSPACE 0x3087 +#define EGL_COLORSPACE_sRGB 0x3089 +#define EGL_COLORSPACE_LINEAR 0x308A +#define EGL_COLOR_BUFFER_TYPE 0x303F +#define EGL_CONTEXT_CLIENT_TYPE 0x3097 +#define EGL_DISPLAY_SCALING 10000 +#define EGL_HORIZONTAL_RESOLUTION 0x3090 +#define EGL_LUMINANCE_BUFFER 0x308F +#define EGL_LUMINANCE_SIZE 0x303D +#define EGL_OPENGL_ES_BIT 0x0001 +#define EGL_OPENVG_BIT 0x0002 +#define EGL_OPENGL_ES_API 0x30A0 +#define EGL_OPENVG_API 0x30A1 +#define EGL_OPENVG_IMAGE 0x3096 +#define EGL_PIXEL_ASPECT_RATIO 0x3092 +#define EGL_RENDERABLE_TYPE 0x3040 +#define EGL_RENDER_BUFFER 0x3086 +#define EGL_RGB_BUFFER 0x308E +#define EGL_SINGLE_BUFFER 0x3085 +#define EGL_SWAP_BEHAVIOR 0x3093 +#define EGL_UNKNOWN EGL_CAST(EGLint,-1) +#define EGL_VERTICAL_RESOLUTION 0x3091 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api); +typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api); +EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); +#endif +#endif /* EGL_VERSION_1_2 */ + +#ifndef EGL_VERSION_1_3 +#define EGL_VERSION_1_3 1 +#define EGL_CONFORMANT 0x3042 +#define EGL_CONTEXT_CLIENT_VERSION 0x3098 +#define EGL_MATCH_NATIVE_PIXMAP 0x3041 +#define EGL_OPENGL_ES2_BIT 0x0004 +#define EGL_VG_ALPHA_FORMAT 0x3088 +#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B +#define EGL_VG_ALPHA_FORMAT_PRE 0x308C +#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 +#define EGL_VG_COLORSPACE 0x3087 +#define EGL_VG_COLORSPACE_sRGB 0x3089 +#define EGL_VG_COLORSPACE_LINEAR 0x308A +#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 +#endif /* EGL_VERSION_1_3 */ + +#ifndef EGL_VERSION_1_4 +#define EGL_VERSION_1_4 1 +#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0) +#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 +#define EGL_MULTISAMPLE_RESOLVE 0x3099 +#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A +#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B +#define EGL_OPENGL_API 0x30A2 +#define EGL_OPENGL_BIT 0x0008 +#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 +typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void); +#endif +#endif /* EGL_VERSION_1_4 */ + +#ifndef EGL_VERSION_1_5 +#define EGL_VERSION_1_5 1 +typedef void *EGLSync; +typedef intptr_t EGLAttrib; +typedef khronos_utime_nanoseconds_t EGLTime; +typedef void *EGLImage; +#define EGL_CONTEXT_MAJOR_VERSION 0x3098 +#define EGL_CONTEXT_MINOR_VERSION 0x30FB +#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD +#define EGL_NO_RESET_NOTIFICATION 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0 +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2 +#define EGL_OPENGL_ES3_BIT 0x00000040 +#define EGL_CL_EVENT_HANDLE 0x309C +#define EGL_SYNC_CL_EVENT 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 +#define EGL_SYNC_TYPE 0x30F7 +#define EGL_SYNC_STATUS 0x30F1 +#define EGL_SYNC_CONDITION 0x30F8 +#define EGL_SIGNALED 0x30F2 +#define EGL_UNSIGNALED 0x30F3 +#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001 +#define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull +#define EGL_TIMEOUT_EXPIRED 0x30F5 +#define EGL_CONDITION_SATISFIED 0x30F6 +#define EGL_NO_SYNC EGL_CAST(EGLSync,0) +#define EGL_SYNC_FENCE 0x30F9 +#define EGL_GL_COLORSPACE 0x309D +#define EGL_GL_COLORSPACE_SRGB 0x3089 +#define EGL_GL_COLORSPACE_LINEAR 0x308A +#define EGL_GL_RENDERBUFFER 0x30B9 +#define EGL_GL_TEXTURE_2D 0x30B1 +#define EGL_GL_TEXTURE_LEVEL 0x30BC +#define EGL_GL_TEXTURE_3D 0x30B2 +#define EGL_GL_TEXTURE_ZOFFSET 0x30BD +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 +#define EGL_IMAGE_PRESERVED 0x30D2 +#define EGL_NO_IMAGE EGL_CAST(EGLImage,0) +typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync); +EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttrib (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +EGLAPI EGLImage EGLAPIENTRY eglCreateImage (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImage (EGLDisplay dpy, EGLImage image); +EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags); +#endif +#endif /* EGL_VERSION_1_5 */ + +#ifdef __cplusplus +} +#endif + +#endif /* __egl_h_ */ + + +#ifndef __eglext_h_ +#define __eglext_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +** +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** http://www.khronos.org/registry/egl +** +** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $ +*/ + +/*#include */ + +#define EGL_EGLEXT_VERSION 20220525 + +/* Generated C header for: + * API: egl + * Versions considered: .* + * Versions emitted: _nomatch_^ + * Default extensions included: egl + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef EGL_KHR_cl_event +#define EGL_KHR_cl_event 1 +#define EGL_CL_EVENT_HANDLE_KHR 0x309C +#define EGL_SYNC_CL_EVENT_KHR 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF +#endif /* EGL_KHR_cl_event */ + +#ifndef EGL_KHR_cl_event2 +#define EGL_KHR_cl_event2 1 +typedef void *EGLSyncKHR; +typedef intptr_t EGLAttribKHR; +typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNC64KHRPROC) (EGLDisplay dpy, EGLenum type, const EGLAttribKHR *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, const EGLAttribKHR *attrib_list); +#endif +#endif /* EGL_KHR_cl_event2 */ + +#ifndef EGL_KHR_client_get_all_proc_addresses +#define EGL_KHR_client_get_all_proc_addresses 1 +#endif /* EGL_KHR_client_get_all_proc_addresses */ + +#ifndef EGL_KHR_config_attribs +#define EGL_KHR_config_attribs 1 +#define EGL_CONFORMANT_KHR 0x3042 +#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 +#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 +#endif /* EGL_KHR_config_attribs */ + +#ifndef EGL_KHR_context_flush_control +#define EGL_KHR_context_flush_control 1 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 +#endif /* EGL_KHR_context_flush_control */ + +#ifndef EGL_KHR_create_context +#define EGL_KHR_create_context 1 +#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 +#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB +#define EGL_CONTEXT_FLAGS_KHR 0x30FC +#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD +#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF +#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 +#define EGL_OPENGL_ES3_BIT_KHR 0x00000040 +#endif /* EGL_KHR_create_context */ + +#ifndef EGL_KHR_create_context_no_error +#define EGL_KHR_create_context_no_error 1 +#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 +#endif /* EGL_KHR_create_context_no_error */ + +#ifndef EGL_KHR_debug +#define EGL_KHR_debug 1 +typedef void *EGLLabelKHR; +typedef void *EGLObjectKHR; +typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); +#define EGL_OBJECT_THREAD_KHR 0x33B0 +#define EGL_OBJECT_DISPLAY_KHR 0x33B1 +#define EGL_OBJECT_CONTEXT_KHR 0x33B2 +#define EGL_OBJECT_SURFACE_KHR 0x33B3 +#define EGL_OBJECT_IMAGE_KHR 0x33B4 +#define EGL_OBJECT_SYNC_KHR 0x33B5 +#define EGL_OBJECT_STREAM_KHR 0x33B6 +#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 +#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA +#define EGL_DEBUG_MSG_WARN_KHR 0x33BB +#define EGL_DEBUG_MSG_INFO_KHR 0x33BC +#define EGL_DEBUG_CALLBACK_KHR 0x33B8 +typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value); +typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value); +EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#endif +#endif /* EGL_KHR_debug */ + +#ifndef EGL_KHR_display_reference +#define EGL_KHR_display_reference 1 +#define EGL_TRACK_REFERENCES_KHR 0x3352 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#endif +#endif /* EGL_KHR_display_reference */ + +#ifndef EGL_KHR_fence_sync +#define EGL_KHR_fence_sync 1 +typedef khronos_utime_nanoseconds_t EGLTimeKHR; +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 +#define EGL_SYNC_CONDITION_KHR 0x30F8 +#define EGL_SYNC_FENCE_KHR 0x30F9 +typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSyncKHR (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncKHR (EGLDisplay dpy, EGLSyncKHR sync); +EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); +EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_fence_sync */ + +#ifndef EGL_KHR_get_all_proc_addresses +#define EGL_KHR_get_all_proc_addresses 1 +#endif /* EGL_KHR_get_all_proc_addresses */ + +#ifndef EGL_KHR_gl_colorspace +#define EGL_KHR_gl_colorspace 1 +#define EGL_GL_COLORSPACE_KHR 0x309D +#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 +#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A +#endif /* EGL_KHR_gl_colorspace */ + +#ifndef EGL_KHR_gl_renderbuffer_image +#define EGL_KHR_gl_renderbuffer_image 1 +#define EGL_GL_RENDERBUFFER_KHR 0x30B9 +#endif /* EGL_KHR_gl_renderbuffer_image */ + +#ifndef EGL_KHR_gl_texture_2D_image +#define EGL_KHR_gl_texture_2D_image 1 +#define EGL_GL_TEXTURE_2D_KHR 0x30B1 +#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC +#endif /* EGL_KHR_gl_texture_2D_image */ + +#ifndef EGL_KHR_gl_texture_3D_image +#define EGL_KHR_gl_texture_3D_image 1 +#define EGL_GL_TEXTURE_3D_KHR 0x30B2 +#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD +#endif /* EGL_KHR_gl_texture_3D_image */ + +#ifndef EGL_KHR_gl_texture_cubemap_image +#define EGL_KHR_gl_texture_cubemap_image 1 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 +#endif /* EGL_KHR_gl_texture_cubemap_image */ + +#ifndef EGL_KHR_image +#define EGL_KHR_image 1 +typedef void *EGLImageKHR; +#define EGL_NATIVE_PIXMAP_KHR 0x30B0 +#define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0) +typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLImageKHR EGLAPIENTRY eglCreateImageKHR (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImageKHR (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_KHR_image */ + +#ifndef EGL_KHR_image_base +#define EGL_KHR_image_base 1 +#define EGL_IMAGE_PRESERVED_KHR 0x30D2 +#endif /* EGL_KHR_image_base */ + +#ifndef EGL_KHR_image_pixmap +#define EGL_KHR_image_pixmap 1 +#endif /* EGL_KHR_image_pixmap */ + +#ifndef EGL_KHR_lock_surface +#define EGL_KHR_lock_surface 1 +#define EGL_READ_SURFACE_BIT_KHR 0x0001 +#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 +#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 +#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 +#define EGL_MATCH_FORMAT_KHR 0x3043 +#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 +#define EGL_FORMAT_RGB_565_KHR 0x30C1 +#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 +#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 +#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 +#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 +#define EGL_BITMAP_POINTER_KHR 0x30C6 +#define EGL_BITMAP_PITCH_KHR 0x30C7 +#define EGL_BITMAP_ORIGIN_KHR 0x30C8 +#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 +#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA +#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB +#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC +#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD +#define EGL_LOWER_LEFT_KHR 0x30CE +#define EGL_UPPER_LEFT_KHR 0x30CF +typedef EGLBoolean (EGLAPIENTRYP PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglLockSurfaceKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglUnlockSurfaceKHR (EGLDisplay dpy, EGLSurface surface); +#endif +#endif /* EGL_KHR_lock_surface */ + +#ifndef EGL_KHR_lock_surface2 +#define EGL_KHR_lock_surface2 1 +#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 +#endif /* EGL_KHR_lock_surface2 */ + +#ifndef EGL_KHR_lock_surface3 +#define EGL_KHR_lock_surface3 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR *value); +#endif +#endif /* EGL_KHR_lock_surface3 */ + +#ifndef EGL_KHR_mutable_render_buffer +#define EGL_KHR_mutable_render_buffer 1 +#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 +#endif /* EGL_KHR_mutable_render_buffer */ + +#ifndef EGL_KHR_no_config_context +#define EGL_KHR_no_config_context 1 +#define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0) +#endif /* EGL_KHR_no_config_context */ + +#ifndef EGL_KHR_partial_update +#define EGL_KHR_partial_update 1 +#define EGL_BUFFER_AGE_KHR 0x313D +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +#endif +#endif /* EGL_KHR_partial_update */ + +#ifndef EGL_KHR_platform_android +#define EGL_KHR_platform_android 1 +#define EGL_PLATFORM_ANDROID_KHR 0x3141 +#endif /* EGL_KHR_platform_android */ + +#ifndef EGL_KHR_platform_gbm +#define EGL_KHR_platform_gbm 1 +#define EGL_PLATFORM_GBM_KHR 0x31D7 +#endif /* EGL_KHR_platform_gbm */ + +#ifndef EGL_KHR_platform_wayland +#define EGL_KHR_platform_wayland 1 +#define EGL_PLATFORM_WAYLAND_KHR 0x31D8 +#endif /* EGL_KHR_platform_wayland */ + +#ifndef EGL_KHR_platform_x11 +#define EGL_KHR_platform_x11 1 +#define EGL_PLATFORM_X11_KHR 0x31D5 +#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6 +#endif /* EGL_KHR_platform_x11 */ + +#ifndef EGL_KHR_reusable_sync +#define EGL_KHR_reusable_sync 1 +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_SYNC_STATUS_KHR 0x30F1 +#define EGL_SIGNALED_KHR 0x30F2 +#define EGL_UNSIGNALED_KHR 0x30F3 +#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 +#define EGL_CONDITION_SATISFIED_KHR 0x30F6 +#define EGL_SYNC_TYPE_KHR 0x30F7 +#define EGL_SYNC_REUSABLE_KHR 0x30FA +#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 +#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull +#define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0) +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_reusable_sync */ + +#ifndef EGL_KHR_stream +#define EGL_KHR_stream 1 +typedef void *EGLStreamKHR; +typedef khronos_uint64_t EGLuint64KHR; +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0) +#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 +#define EGL_PRODUCER_FRAME_KHR 0x3212 +#define EGL_CONSUMER_FRAME_KHR 0x3213 +#define EGL_STREAM_STATE_KHR 0x3214 +#define EGL_STREAM_STATE_CREATED_KHR 0x3215 +#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 +#define EGL_STREAM_STATE_EMPTY_KHR 0x3217 +#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218 +#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219 +#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A +#define EGL_BAD_STREAM_KHR 0x321B +#define EGL_BAD_STATE_KHR 0x321C +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMKHRPROC) (EGLDisplay dpy, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamKHR (EGLDisplay dpy, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyStreamKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream */ + +#ifndef EGL_KHR_stream_attrib +#define EGL_KHR_stream_attrib 1 +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream_attrib */ + +#ifndef EGL_KHR_stream_consumer_gltexture +#define EGL_KHR_stream_consumer_gltexture 1 +#ifdef EGL_KHR_stream +#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_consumer_gltexture */ + +#ifndef EGL_KHR_stream_cross_process_fd +#define EGL_KHR_stream_cross_process_fd 1 +typedef int EGLNativeFileDescriptorKHR; +#ifdef EGL_KHR_stream +#define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1) +typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLNativeFileDescriptorKHR EGLAPIENTRY eglGetStreamFileDescriptorKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamFromFileDescriptorKHR (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_cross_process_fd */ + +#ifndef EGL_KHR_stream_fifo +#define EGL_KHR_stream_fifo 1 +#ifdef EGL_KHR_stream +#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC +#define EGL_STREAM_TIME_NOW_KHR 0x31FD +#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE +#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamTimeKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_fifo */ + +#ifndef EGL_KHR_stream_producer_aldatalocator +#define EGL_KHR_stream_producer_aldatalocator 1 +#ifdef EGL_KHR_stream +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_producer_aldatalocator */ + +#ifndef EGL_KHR_stream_producer_eglsurface +#define EGL_KHR_stream_producer_eglsurface 1 +#ifdef EGL_KHR_stream +#define EGL_STREAM_BIT_KHR 0x0800 +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_producer_eglsurface */ + +#ifndef EGL_KHR_surfaceless_context +#define EGL_KHR_surfaceless_context 1 +#endif /* EGL_KHR_surfaceless_context */ + +#ifndef EGL_KHR_swap_buffers_with_damage +#define EGL_KHR_swap_buffers_with_damage 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#endif +#endif /* EGL_KHR_swap_buffers_with_damage */ + +#ifndef EGL_KHR_vg_parent_image +#define EGL_KHR_vg_parent_image 1 +#define EGL_VG_PARENT_IMAGE_KHR 0x30BA +#endif /* EGL_KHR_vg_parent_image */ + +#ifndef EGL_KHR_wait_sync +#define EGL_KHR_wait_sync 1 +typedef EGLint (EGLAPIENTRYP PFNEGLWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); +#endif +#endif /* EGL_KHR_wait_sync */ + +#ifndef EGL_ANDROID_GLES_layers +#define EGL_ANDROID_GLES_layers 1 +#endif /* EGL_ANDROID_GLES_layers */ + +#ifndef EGL_ANDROID_blob_cache +#define EGL_ANDROID_blob_cache 1 +typedef khronos_ssize_t EGLsizeiANDROID; +typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize); +typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize); +typedef void (EGLAPIENTRYP PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); +#endif +#endif /* EGL_ANDROID_blob_cache */ + +#ifndef EGL_ANDROID_create_native_client_buffer +#define EGL_ANDROID_create_native_client_buffer 1 +#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 +#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 +#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 +#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list); +#endif +#endif /* EGL_ANDROID_create_native_client_buffer */ + +#ifndef EGL_ANDROID_framebuffer_target +#define EGL_ANDROID_framebuffer_target 1 +#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 +#endif /* EGL_ANDROID_framebuffer_target */ + +#ifndef EGL_ANDROID_front_buffer_auto_refresh +#define EGL_ANDROID_front_buffer_auto_refresh 1 +#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ + +#ifndef EGL_ANDROID_get_frame_timestamps +#define EGL_ANDROID_get_frame_timestamps 1 +typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; +#define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2) +#define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1) +#define EGL_TIMESTAMPS_ANDROID 0x3430 +#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 +#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 +#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 +#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 +#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 +#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 +#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 +#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 +#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 +#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A +#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B +#define EGL_READS_DONE_TIME_ANDROID 0x343C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#endif +#endif /* EGL_ANDROID_get_frame_timestamps */ + +#ifndef EGL_ANDROID_get_native_client_buffer +#define EGL_ANDROID_get_native_client_buffer 1 +struct AHardwareBuffer; +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer); +#endif +#endif /* EGL_ANDROID_get_native_client_buffer */ + +#ifndef EGL_ANDROID_image_native_buffer +#define EGL_ANDROID_image_native_buffer 1 +#define EGL_NATIVE_BUFFER_ANDROID 0x3140 +#endif /* EGL_ANDROID_image_native_buffer */ + +#ifndef EGL_ANDROID_native_fence_sync +#define EGL_ANDROID_native_fence_sync 1 +#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144 +#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145 +#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146 +#define EGL_NO_NATIVE_FENCE_FD_ANDROID -1 +typedef EGLint (EGLAPIENTRYP PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay dpy, EGLSyncKHR sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR sync); +#endif +#endif /* EGL_ANDROID_native_fence_sync */ + +#ifndef EGL_ANDROID_presentation_time +#define EGL_ANDROID_presentation_time 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#endif +#endif /* EGL_ANDROID_presentation_time */ + +#ifndef EGL_ANDROID_recordable +#define EGL_ANDROID_recordable 1 +#define EGL_RECORDABLE_ANDROID 0x3142 +#endif /* EGL_ANDROID_recordable */ + +#ifndef EGL_ANGLE_d3d_share_handle_client_buffer +#define EGL_ANGLE_d3d_share_handle_client_buffer 1 +#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 +#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ + +#ifndef EGL_ANGLE_device_d3d +#define EGL_ANGLE_device_d3d 1 +#define EGL_D3D9_DEVICE_ANGLE 0x33A0 +#define EGL_D3D11_DEVICE_ANGLE 0x33A1 +#endif /* EGL_ANGLE_device_d3d */ + +#ifndef EGL_ANGLE_query_surface_pointer +#define EGL_ANGLE_query_surface_pointer 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); +#endif +#endif /* EGL_ANGLE_query_surface_pointer */ + +#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle +#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 +#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ + +#ifndef EGL_ANGLE_sync_control_rate +#define EGL_ANGLE_sync_control_rate 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#endif +#endif /* EGL_ANGLE_sync_control_rate */ + +#ifndef EGL_ANGLE_window_fixed_size +#define EGL_ANGLE_window_fixed_size 1 +#define EGL_FIXED_SIZE_ANGLE 0x3201 +#endif /* EGL_ANGLE_window_fixed_size */ + +#ifndef EGL_ARM_image_format +#define EGL_ARM_image_format 1 +#define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287 +#define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288 +#endif /* EGL_ARM_image_format */ + +#ifndef EGL_ARM_implicit_external_sync +#define EGL_ARM_implicit_external_sync 1 +#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A +#endif /* EGL_ARM_implicit_external_sync */ + +#ifndef EGL_ARM_pixmap_multisample_discard +#define EGL_ARM_pixmap_multisample_discard 1 +#define EGL_DISCARD_SAMPLES_ARM 0x3286 +#endif /* EGL_ARM_pixmap_multisample_discard */ + +#ifndef EGL_EXT_bind_to_front +#define EGL_EXT_bind_to_front 1 +#define EGL_FRONT_BUFFER_EXT 0x3464 +#endif /* EGL_EXT_bind_to_front */ + +#ifndef EGL_EXT_buffer_age +#define EGL_EXT_buffer_age 1 +#define EGL_BUFFER_AGE_EXT 0x313D +#endif /* EGL_EXT_buffer_age */ + +#ifndef EGL_EXT_client_extensions +#define EGL_EXT_client_extensions 1 +#endif /* EGL_EXT_client_extensions */ + +#ifndef EGL_EXT_client_sync +#define EGL_EXT_client_sync 1 +#define EGL_SYNC_CLIENT_EXT 0x3364 +#define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_client_sync */ + +#ifndef EGL_EXT_compositor +#define EGL_EXT_compositor 1 +#define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460 +#define EGL_EXTERNAL_REF_ID_EXT 0x3461 +#define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462 +#define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy); +#endif +#endif /* EGL_EXT_compositor */ + +#ifndef EGL_EXT_config_select_group +#define EGL_EXT_config_select_group 1 +#define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0 +#endif /* EGL_EXT_config_select_group */ + +#ifndef EGL_EXT_create_context_robustness +#define EGL_EXT_create_context_robustness 1 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 +#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF +#endif /* EGL_EXT_create_context_robustness */ + +#ifndef EGL_EXT_device_base +#define EGL_EXT_device_base 1 +typedef void *EGLDeviceEXT; +#define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0) +#define EGL_BAD_DEVICE_EXT 0x322B +#define EGL_DEVICE_EXT 0x322C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT device, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICESEXTPROC) (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceAttribEXT (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); +EGLAPI const char *EGLAPIENTRY eglQueryDeviceStringEXT (EGLDeviceEXT device, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDevicesEXT (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +#endif +#endif /* EGL_EXT_device_base */ + +#ifndef EGL_EXT_device_drm +#define EGL_EXT_device_drm 1 +#define EGL_DRM_DEVICE_FILE_EXT 0x3233 +#define EGL_DRM_MASTER_FD_EXT 0x333C +#endif /* EGL_EXT_device_drm */ + +#ifndef EGL_EXT_device_drm_render_node +#define EGL_EXT_device_drm_render_node 1 +#define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377 +#endif /* EGL_EXT_device_drm_render_node */ + +#ifndef EGL_EXT_device_enumeration +#define EGL_EXT_device_enumeration 1 +#endif /* EGL_EXT_device_enumeration */ + +#ifndef EGL_EXT_device_openwf +#define EGL_EXT_device_openwf 1 +#define EGL_OPENWF_DEVICE_ID_EXT 0x3237 +#define EGL_OPENWF_DEVICE_EXT 0x333D +#endif /* EGL_EXT_device_openwf */ + +#ifndef EGL_EXT_device_persistent_id +#define EGL_EXT_device_persistent_id 1 +#define EGL_DEVICE_UUID_EXT 0x335C +#define EGL_DRIVER_UUID_EXT 0x335D +#define EGL_DRIVER_NAME_EXT 0x335E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#endif +#endif /* EGL_EXT_device_persistent_id */ + +#ifndef EGL_EXT_device_query +#define EGL_EXT_device_query 1 +#endif /* EGL_EXT_device_query */ + +#ifndef EGL_EXT_device_query_name +#define EGL_EXT_device_query_name 1 +#define EGL_RENDERER_EXT 0x335F +#endif /* EGL_EXT_device_query_name */ + +#ifndef EGL_EXT_explicit_device +#define EGL_EXT_explicit_device 1 +#endif /* EGL_EXT_explicit_device */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_linear +#define EGL_EXT_gl_colorspace_bt2020_linear 1 +#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_pq +#define EGL_EXT_gl_colorspace_bt2020_pq 1 +#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ + +#ifndef EGL_EXT_gl_colorspace_display_p3 +#define EGL_EXT_gl_colorspace_display_p3 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363 +#endif /* EGL_EXT_gl_colorspace_display_p3 */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_linear +#define EGL_EXT_gl_colorspace_display_p3_linear 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362 +#endif /* EGL_EXT_gl_colorspace_display_p3_linear */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_passthrough +#define EGL_EXT_gl_colorspace_display_p3_passthrough 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490 +#endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */ + +#ifndef EGL_EXT_gl_colorspace_scrgb +#define EGL_EXT_gl_colorspace_scrgb 1 +#define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351 +#endif /* EGL_EXT_gl_colorspace_scrgb */ + +#ifndef EGL_EXT_gl_colorspace_scrgb_linear +#define EGL_EXT_gl_colorspace_scrgb_linear 1 +#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ + +#ifndef EGL_EXT_image_dma_buf_import +#define EGL_EXT_image_dma_buf_import 1 +#define EGL_LINUX_DMA_BUF_EXT 0x3270 +#define EGL_LINUX_DRM_FOURCC_EXT 0x3271 +#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 +#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 +#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 +#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275 +#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276 +#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277 +#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278 +#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279 +#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A +#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B +#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C +#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D +#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E +#define EGL_ITU_REC601_EXT 0x327F +#define EGL_ITU_REC709_EXT 0x3280 +#define EGL_ITU_REC2020_EXT 0x3281 +#define EGL_YUV_FULL_RANGE_EXT 0x3282 +#define EGL_YUV_NARROW_RANGE_EXT 0x3283 +#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284 +#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 +#endif /* EGL_EXT_image_dma_buf_import */ + +#ifndef EGL_EXT_image_dma_buf_import_modifiers +#define EGL_EXT_image_dma_buf_import_modifiers 1 +#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 +#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 +#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 +#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 +#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 +#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 +#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 +#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 +#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 +#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 +#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#endif +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +#ifndef EGL_EXT_image_gl_colorspace +#define EGL_EXT_image_gl_colorspace 1 +#define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D +#endif /* EGL_EXT_image_gl_colorspace */ + +#ifndef EGL_EXT_image_implicit_sync_control +#define EGL_EXT_image_implicit_sync_control 1 +#define EGL_IMPORT_SYNC_TYPE_EXT 0x3470 +#define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471 +#define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472 +#endif /* EGL_EXT_image_implicit_sync_control */ + +#ifndef EGL_EXT_multiview_window +#define EGL_EXT_multiview_window 1 +#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 +#endif /* EGL_EXT_multiview_window */ + +#ifndef EGL_EXT_output_base +#define EGL_EXT_output_base 1 +typedef void *EGLOutputLayerEXT; +typedef void *EGLOutputPortEXT; +#define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0) +#define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0) +#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D +#define EGL_BAD_OUTPUT_PORT_EXT 0x322E +#define EGL_SWAP_INTERVAL_EXT 0x322F +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputLayerEXT *layers, EGLint max_layers, EGLint *num_layers); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputPortEXT *ports, EGLint max_ports, EGLint *num_ports); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetOutputLayersEXT (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputLayerEXT *layers, EGLint max_layers, EGLint *num_layers); +EGLAPI EGLBoolean EGLAPIENTRY eglGetOutputPortsEXT (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputPortEXT *ports, EGLint max_ports, EGLint *num_ports); +EGLAPI EGLBoolean EGLAPIENTRY eglOutputLayerAttribEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryOutputLayerAttribEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib *value); +EGLAPI const char *EGLAPIENTRY eglQueryOutputLayerStringEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglOutputPortAttribEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryOutputPortAttribEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib *value); +EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); +#endif +#endif /* EGL_EXT_output_base */ + +#ifndef EGL_EXT_output_drm +#define EGL_EXT_output_drm 1 +#define EGL_DRM_CRTC_EXT 0x3234 +#define EGL_DRM_PLANE_EXT 0x3235 +#define EGL_DRM_CONNECTOR_EXT 0x3236 +#endif /* EGL_EXT_output_drm */ + +#ifndef EGL_EXT_output_openwf +#define EGL_EXT_output_openwf 1 +#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238 +#define EGL_OPENWF_PORT_ID_EXT 0x3239 +#endif /* EGL_EXT_output_openwf */ + +#ifndef EGL_EXT_pixel_format_float +#define EGL_EXT_pixel_format_float 1 +#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 +#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A +#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B +#endif /* EGL_EXT_pixel_format_float */ + +#ifndef EGL_EXT_platform_base +#define EGL_EXT_platform_base 1 +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT (EGLenum platform, void *native_display, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurfaceEXT (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLint *attrib_list); +#endif +#endif /* EGL_EXT_platform_base */ + +#ifndef EGL_EXT_platform_device +#define EGL_EXT_platform_device 1 +#define EGL_PLATFORM_DEVICE_EXT 0x313F +#endif /* EGL_EXT_platform_device */ + +#ifndef EGL_EXT_platform_wayland +#define EGL_EXT_platform_wayland 1 +#define EGL_PLATFORM_WAYLAND_EXT 0x31D8 +#endif /* EGL_EXT_platform_wayland */ + +#ifndef EGL_EXT_platform_x11 +#define EGL_EXT_platform_x11 1 +#define EGL_PLATFORM_X11_EXT 0x31D5 +#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 +#endif /* EGL_EXT_platform_x11 */ + +#ifndef EGL_EXT_platform_xcb +#define EGL_EXT_platform_xcb 1 +#define EGL_PLATFORM_XCB_EXT 0x31DC +#define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE +#endif /* EGL_EXT_platform_xcb */ + +#ifndef EGL_EXT_present_opaque +#define EGL_EXT_present_opaque 1 +#define EGL_PRESENT_OPAQUE_EXT 0x31DF +#endif /* EGL_EXT_present_opaque */ + +#ifndef EGL_EXT_protected_content +#define EGL_EXT_protected_content 1 +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 +#endif /* EGL_EXT_protected_content */ + +#ifndef EGL_EXT_protected_surface +#define EGL_EXT_protected_surface 1 +#endif /* EGL_EXT_protected_surface */ + +#ifndef EGL_EXT_stream_consumer_egloutput +#define EGL_EXT_stream_consumer_egloutput 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); +#endif +#endif /* EGL_EXT_stream_consumer_egloutput */ + +#ifndef EGL_EXT_surface_CTA861_3_metadata +#define EGL_EXT_surface_CTA861_3_metadata 1 +#define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360 +#define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361 +#endif /* EGL_EXT_surface_CTA861_3_metadata */ + +#ifndef EGL_EXT_surface_SMPTE2086_metadata +#define EGL_EXT_surface_SMPTE2086_metadata 1 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 +#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 +#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 +#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 +#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A +#define EGL_METADATA_SCALING_EXT 50000 +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ + +#ifndef EGL_EXT_surface_compression +#define EGL_EXT_surface_compression 1 +#define EGL_SURFACE_COMPRESSION_EXT 0x34B0 +#define EGL_SURFACE_COMPRESSION_PLANE1_EXT 0x328E +#define EGL_SURFACE_COMPRESSION_PLANE2_EXT 0x328F +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x34B1 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x34B2 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x34B4 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x34B5 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x34B6 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x34B7 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x34B8 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x34B9 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x34BA +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x34BB +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x34BC +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x34BD +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x34BE +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x34BF +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSUPPORTEDCOMPRESSIONRATESEXTPROC) (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySupportedCompressionRatesEXT (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates); +#endif +#endif /* EGL_EXT_surface_compression */ + +#ifndef EGL_EXT_swap_buffers_with_damage +#define EGL_EXT_swap_buffers_with_damage 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#endif +#endif /* EGL_EXT_swap_buffers_with_damage */ + +#ifndef EGL_EXT_sync_reuse +#define EGL_EXT_sync_reuse 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_sync_reuse */ + +#ifndef EGL_EXT_yuv_surface +#define EGL_EXT_yuv_surface 1 +#define EGL_YUV_ORDER_EXT 0x3301 +#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 +#define EGL_YUV_SUBSAMPLE_EXT 0x3312 +#define EGL_YUV_DEPTH_RANGE_EXT 0x3317 +#define EGL_YUV_CSC_STANDARD_EXT 0x330A +#define EGL_YUV_PLANE_BPP_EXT 0x331A +#define EGL_YUV_BUFFER_EXT 0x3300 +#define EGL_YUV_ORDER_YUV_EXT 0x3302 +#define EGL_YUV_ORDER_YVU_EXT 0x3303 +#define EGL_YUV_ORDER_YUYV_EXT 0x3304 +#define EGL_YUV_ORDER_UYVY_EXT 0x3305 +#define EGL_YUV_ORDER_YVYU_EXT 0x3306 +#define EGL_YUV_ORDER_VYUY_EXT 0x3307 +#define EGL_YUV_ORDER_AYUV_EXT 0x3308 +#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313 +#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314 +#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315 +#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318 +#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319 +#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B +#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C +#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D +#define EGL_YUV_PLANE_BPP_0_EXT 0x331B +#define EGL_YUV_PLANE_BPP_8_EXT 0x331C +#define EGL_YUV_PLANE_BPP_10_EXT 0x331D +#endif /* EGL_EXT_yuv_surface */ + +#ifndef EGL_HI_clientpixmap +#define EGL_HI_clientpixmap 1 +struct EGLClientPixmapHI { + void *pData; + EGLint iWidth; + EGLint iHeight; + EGLint iStride; +}; +#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI *pixmap); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI *pixmap); +#endif +#endif /* EGL_HI_clientpixmap */ + +#ifndef EGL_HI_colorformats +#define EGL_HI_colorformats 1 +#define EGL_COLOR_FORMAT_HI 0x8F70 +#define EGL_COLOR_RGB_HI 0x8F71 +#define EGL_COLOR_RGBA_HI 0x8F72 +#define EGL_COLOR_ARGB_HI 0x8F73 +#endif /* EGL_HI_colorformats */ + +#ifndef EGL_IMG_context_priority +#define EGL_IMG_context_priority 1 +#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 +#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 +#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 +#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 +#endif /* EGL_IMG_context_priority */ + +#ifndef EGL_IMG_image_plane_attribs +#define EGL_IMG_image_plane_attribs 1 +#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 +#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 +#endif /* EGL_IMG_image_plane_attribs */ + +#ifndef EGL_MESA_drm_image +#define EGL_MESA_drm_image 1 +#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 +#define EGL_DRM_BUFFER_USE_MESA 0x31D1 +#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 +#define EGL_DRM_BUFFER_MESA 0x31D3 +#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 +#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 +#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 +#define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004 +typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLImageKHR EGLAPIENTRY eglCreateDRMImageMESA (EGLDisplay dpy, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglExportDRMImageMESA (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); +#endif +#endif /* EGL_MESA_drm_image */ + +#ifndef EGL_MESA_image_dma_buf_export +#define EGL_MESA_image_dma_buf_export 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int *fourcc, int *num_planes, EGLuint64KHR *modifiers); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int *fds, EGLint *strides, EGLint *offsets); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageQueryMESA (EGLDisplay dpy, EGLImageKHR image, int *fourcc, int *num_planes, EGLuint64KHR *modifiers); +EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImageKHR image, int *fds, EGLint *strides, EGLint *offsets); +#endif +#endif /* EGL_MESA_image_dma_buf_export */ + +#ifndef EGL_MESA_platform_gbm +#define EGL_MESA_platform_gbm 1 +#define EGL_PLATFORM_GBM_MESA 0x31D7 +#endif /* EGL_MESA_platform_gbm */ + +#ifndef EGL_MESA_platform_surfaceless +#define EGL_MESA_platform_surfaceless 1 +#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD +#endif /* EGL_MESA_platform_surfaceless */ + +#ifndef EGL_MESA_query_driver +#define EGL_MESA_query_driver 1 +typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy); +typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy); +EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy); +#endif +#endif /* EGL_MESA_query_driver */ + +#ifndef EGL_NOK_swap_region +#define EGL_NOK_swap_region 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegionNOK (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#endif +#endif /* EGL_NOK_swap_region */ + +#ifndef EGL_NOK_swap_region2 +#define EGL_NOK_swap_region2 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#endif +#endif /* EGL_NOK_swap_region2 */ + +#ifndef EGL_NOK_texture_from_pixmap +#define EGL_NOK_texture_from_pixmap 1 +#define EGL_Y_INVERTED_NOK 0x307F +#endif /* EGL_NOK_texture_from_pixmap */ + +#ifndef EGL_NV_3dvision_surface +#define EGL_NV_3dvision_surface 1 +#define EGL_AUTO_STEREO_NV 0x3136 +#endif /* EGL_NV_3dvision_surface */ + +#ifndef EGL_NV_context_priority_realtime +#define EGL_NV_context_priority_realtime 1 +#define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357 +#endif /* EGL_NV_context_priority_realtime */ + +#ifndef EGL_NV_coverage_sample +#define EGL_NV_coverage_sample 1 +#define EGL_COVERAGE_BUFFERS_NV 0x30E0 +#define EGL_COVERAGE_SAMPLES_NV 0x30E1 +#endif /* EGL_NV_coverage_sample */ + +#ifndef EGL_NV_coverage_sample_resolve +#define EGL_NV_coverage_sample_resolve 1 +#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 +#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 +#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 +#endif /* EGL_NV_coverage_sample_resolve */ + +#ifndef EGL_NV_cuda_event +#define EGL_NV_cuda_event 1 +#define EGL_CUDA_EVENT_HANDLE_NV 0x323B +#define EGL_SYNC_CUDA_EVENT_NV 0x323C +#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D +#endif /* EGL_NV_cuda_event */ + +#ifndef EGL_NV_depth_nonlinear +#define EGL_NV_depth_nonlinear 1 +#define EGL_DEPTH_ENCODING_NV 0x30E2 +#define EGL_DEPTH_ENCODING_NONE_NV 0 +#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 +#endif /* EGL_NV_depth_nonlinear */ + +#ifndef EGL_NV_device_cuda +#define EGL_NV_device_cuda 1 +#define EGL_CUDA_DEVICE_NV 0x323A +#endif /* EGL_NV_device_cuda */ + +#ifndef EGL_NV_native_query +#define EGL_NV_native_query 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay dpy, EGLNativeDisplayType *display_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeDisplayNV (EGLDisplay dpy, EGLNativeDisplayType *display_id); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeWindowNV (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativePixmapNV (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap); +#endif +#endif /* EGL_NV_native_query */ + +#ifndef EGL_NV_post_convert_rounding +#define EGL_NV_post_convert_rounding 1 +#endif /* EGL_NV_post_convert_rounding */ + +#ifndef EGL_NV_post_sub_buffer +#define EGL_NV_post_sub_buffer 1 +#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); +#endif +#endif /* EGL_NV_post_sub_buffer */ + +#ifndef EGL_NV_quadruple_buffer +#define EGL_NV_quadruple_buffer 1 +#define EGL_QUADRUPLE_BUFFER_NV 0x3231 +#endif /* EGL_NV_quadruple_buffer */ + +#ifndef EGL_NV_robustness_video_memory_purge +#define EGL_NV_robustness_video_memory_purge 1 +#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#endif /* EGL_NV_robustness_video_memory_purge */ + +#ifndef EGL_NV_stream_consumer_eglimage +#define EGL_NV_stream_consumer_eglimage 1 +#define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373 +#define EGL_STREAM_IMAGE_ADD_NV 0x3374 +#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375 +#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list); +typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list); +EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#endif +#endif /* EGL_NV_stream_consumer_eglimage */ + +#ifndef EGL_NV_stream_consumer_gltexture_yuv +#define EGL_NV_stream_consumer_gltexture_yuv 1 +#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C +#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D +#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +#ifndef EGL_NV_stream_cross_display +#define EGL_NV_stream_cross_display 1 +#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E +#endif /* EGL_NV_stream_cross_display */ + +#ifndef EGL_NV_stream_cross_object +#define EGL_NV_stream_cross_object 1 +#define EGL_STREAM_CROSS_OBJECT_NV 0x334D +#endif /* EGL_NV_stream_cross_object */ + +#ifndef EGL_NV_stream_cross_partition +#define EGL_NV_stream_cross_partition 1 +#define EGL_STREAM_CROSS_PARTITION_NV 0x323F +#endif /* EGL_NV_stream_cross_partition */ + +#ifndef EGL_NV_stream_cross_process +#define EGL_NV_stream_cross_process 1 +#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 +#endif /* EGL_NV_stream_cross_process */ + +#ifndef EGL_NV_stream_cross_system +#define EGL_NV_stream_cross_system 1 +#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F +#endif /* EGL_NV_stream_cross_system */ + +#ifndef EGL_NV_stream_dma +#define EGL_NV_stream_dma 1 +#define EGL_STREAM_DMA_NV 0x3371 +#define EGL_STREAM_DMA_SERVER_NV 0x3372 +#endif /* EGL_NV_stream_dma */ + +#ifndef EGL_NV_stream_fifo_next +#define EGL_NV_stream_fifo_next 1 +#define EGL_PENDING_FRAME_NV 0x3329 +#define EGL_STREAM_TIME_PENDING_NV 0x332A +#endif /* EGL_NV_stream_fifo_next */ + +#ifndef EGL_NV_stream_fifo_synchronous +#define EGL_NV_stream_fifo_synchronous 1 +#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 +#endif /* EGL_NV_stream_fifo_synchronous */ + +#ifndef EGL_NV_stream_flush +#define EGL_NV_stream_flush 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_flush */ + +#ifndef EGL_NV_stream_frame_limits +#define EGL_NV_stream_frame_limits 1 +#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 +#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 +#endif /* EGL_NV_stream_frame_limits */ + +#ifndef EGL_NV_stream_metadata +#define EGL_NV_stream_metadata 1 +#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 +#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 +#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 +#define EGL_PRODUCER_METADATA_NV 0x3253 +#define EGL_CONSUMER_METADATA_NV 0x3254 +#define EGL_PENDING_METADATA_NV 0x3328 +#define EGL_METADATA0_SIZE_NV 0x3255 +#define EGL_METADATA1_SIZE_NV 0x3256 +#define EGL_METADATA2_SIZE_NV 0x3257 +#define EGL_METADATA3_SIZE_NV 0x3258 +#define EGL_METADATA0_TYPE_NV 0x3259 +#define EGL_METADATA1_TYPE_NV 0x325A +#define EGL_METADATA2_TYPE_NV 0x325B +#define EGL_METADATA3_TYPE_NV 0x325C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#endif +#endif /* EGL_NV_stream_metadata */ + +#ifndef EGL_NV_stream_origin +#define EGL_NV_stream_origin 1 +#define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366 +#define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367 +#define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368 +#define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369 +#define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A +#define EGL_LEFT_NV 0x336B +#define EGL_RIGHT_NV 0x336C +#define EGL_TOP_NV 0x336D +#define EGL_BOTTOM_NV 0x336E +#define EGL_X_AXIS_NV 0x336F +#define EGL_Y_AXIS_NV 0x3370 +#endif /* EGL_NV_stream_origin */ + +#ifndef EGL_NV_stream_remote +#define EGL_NV_stream_remote 1 +#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 +#define EGL_STREAM_TYPE_NV 0x3241 +#define EGL_STREAM_PROTOCOL_NV 0x3242 +#define EGL_STREAM_ENDPOINT_NV 0x3243 +#define EGL_STREAM_LOCAL_NV 0x3244 +#define EGL_STREAM_PRODUCER_NV 0x3247 +#define EGL_STREAM_CONSUMER_NV 0x3248 +#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 +#endif /* EGL_NV_stream_remote */ + +#ifndef EGL_NV_stream_reset +#define EGL_NV_stream_reset 1 +#define EGL_SUPPORT_RESET_NV 0x3334 +#define EGL_SUPPORT_REUSE_NV 0x3335 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_reset */ + +#ifndef EGL_NV_stream_socket +#define EGL_NV_stream_socket 1 +#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B +#define EGL_SOCKET_HANDLE_NV 0x324C +#define EGL_SOCKET_TYPE_NV 0x324D +#endif /* EGL_NV_stream_socket */ + +#ifndef EGL_NV_stream_socket_inet +#define EGL_NV_stream_socket_inet 1 +#define EGL_SOCKET_TYPE_INET_NV 0x324F +#endif /* EGL_NV_stream_socket_inet */ + +#ifndef EGL_NV_stream_socket_unix +#define EGL_NV_stream_socket_unix 1 +#define EGL_SOCKET_TYPE_UNIX_NV 0x324E +#endif /* EGL_NV_stream_socket_unix */ + +#ifndef EGL_NV_stream_sync +#define EGL_NV_stream_sync 1 +#define EGL_SYNC_NEW_FRAME_NV 0x321F +typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateStreamSyncNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint *attrib_list); +#endif +#endif /* EGL_NV_stream_sync */ + +#ifndef EGL_NV_sync +#define EGL_NV_sync 1 +typedef void *EGLSyncNV; +typedef khronos_utime_nanoseconds_t EGLTimeNV; +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 +#define EGL_SYNC_STATUS_NV 0x30E7 +#define EGL_SIGNALED_NV 0x30E8 +#define EGL_UNSIGNALED_NV 0x30E9 +#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 +#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFFull +#define EGL_ALREADY_SIGNALED_NV 0x30EA +#define EGL_TIMEOUT_EXPIRED_NV 0x30EB +#define EGL_CONDITION_SATISFIED_NV 0x30EC +#define EGL_SYNC_TYPE_NV 0x30ED +#define EGL_SYNC_CONDITION_NV 0x30EE +#define EGL_SYNC_FENCE_NV 0x30EF +#define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0) +typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncNV EGLAPIENTRY eglCreateFenceSyncNV (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncNV (EGLSyncNV sync); +EGLAPI EGLBoolean EGLAPIENTRY eglFenceNV (EGLSyncNV sync); +EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncNV (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); +EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncNV (EGLSyncNV sync, EGLenum mode); +EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribNV (EGLSyncNV sync, EGLint attribute, EGLint *value); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_NV_sync */ + +#ifndef EGL_NV_system_time +#define EGL_NV_system_time 1 +typedef khronos_utime_nanoseconds_t EGLuint64NV; +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) (void); +typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMENVPROC) (void); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeFrequencyNV (void); +EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_NV_system_time */ + +#ifndef EGL_NV_triple_buffer +#define EGL_NV_triple_buffer 1 +#define EGL_TRIPLE_BUFFER_NV 0x3230 +#endif /* EGL_NV_triple_buffer */ + +#ifndef EGL_TIZEN_image_native_buffer +#define EGL_TIZEN_image_native_buffer 1 +#define EGL_NATIVE_BUFFER_TIZEN 0x32A0 +#endif /* EGL_TIZEN_image_native_buffer */ + +#ifndef EGL_TIZEN_image_native_surface +#define EGL_TIZEN_image_native_surface 1 +#define EGL_NATIVE_SURFACE_TIZEN 0x32A1 +#endif /* EGL_TIZEN_image_native_surface */ + +#ifndef EGL_WL_bind_wayland_display +#define EGL_WL_bind_wayland_display 1 +#define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC +#define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC +#define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC +struct wl_display; +struct wl_resource; +#define EGL_WAYLAND_BUFFER_WL 0x31D5 +#define EGL_WAYLAND_PLANE_WL 0x31D6 +#define EGL_TEXTURE_Y_U_V_WL 0x31D7 +#define EGL_TEXTURE_Y_UV_WL 0x31D8 +#define EGL_TEXTURE_Y_XUXV_WL 0x31D9 +#define EGL_TEXTURE_EXTERNAL_WL 0x31DA +#define EGL_WAYLAND_Y_INVERTED_WL 0x31DB +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#endif +#endif /* EGL_WL_bind_wayland_display */ + +#ifndef EGL_WL_create_wayland_buffer_from_image +#define EGL_WL_create_wayland_buffer_from_image 1 +#define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC +struct wl_buffer; +typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_WL_create_wayland_buffer_from_image */ + +#ifdef __cplusplus +} +#endif + +#endif /* __eglext_h_ */ + +#endif /* _MSC_VER */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_endian.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_endian.h new file mode 100644 index 0000000..a34e9d4 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_endian.h @@ -0,0 +1,645 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryEndian + * + * Functions converting endian-specific values to different byte orders. + * + * These functions either unconditionally swap byte order (SDL_Swap16, + * SDL_Swap32, SDL_Swap64, SDL_SwapFloat), or they swap to/from the system's + * native byte order (SDL_Swap16LE, SDL_Swap16BE, SDL_Swap32LE, SDL_Swap32BE, + * SDL_Swap32LE, SDL_Swap32BE, SDL_SwapFloatLE, SDL_SwapFloatBE). In the + * latter case, the functionality is provided by macros that become no-ops if + * a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE + * does nothing, but SDL_Swap32BE reverses the bytes of the data. On a PowerPC + * processor (bigendian), the macros behavior is reversed. + * + * The swap routines are inline functions, and attempt to use compiler + * intrinsics, inline assembly, and other magic to make byteswapping + * efficient. + */ + +#ifndef SDL_endian_h_ +#define SDL_endian_h_ + +#include + +#if defined(_MSC_VER) && (_MSC_VER >= 1400) +/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, + so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ +#ifdef __clang__ +#ifndef __PRFCHWINTRIN_H +#define __PRFCHWINTRIN_H +static __inline__ void __attribute__((__always_inline__, __nodebug__)) +_m_prefetch(void *__P) +{ + __builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */); +} +#endif /* __PRFCHWINTRIN_H */ +#endif /* __clang__ */ + +#include +#endif + +/** + * \name The two types of endianness + */ +/* @{ */ + + +/** + * A value to represent littleendian byteorder. + * + * This is used with the preprocessor macro SDL_BYTEORDER, to determine a + * platform's byte ordering: + * + * ```c + * #if SDL_BYTEORDER == SDL_LIL_ENDIAN + * SDL_Log("This system is littleendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BYTEORDER + * \sa SDL_BIG_ENDIAN + */ +#define SDL_LIL_ENDIAN 1234 + +/** + * A value to represent bigendian byteorder. + * + * This is used with the preprocessor macro SDL_BYTEORDER, to determine a + * platform's byte ordering: + * + * ```c + * #if SDL_BYTEORDER == SDL_BIG_ENDIAN + * SDL_Log("This system is bigendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BYTEORDER + * \sa SDL_LIL_ENDIAN + */ +#define SDL_BIG_ENDIAN 4321 + +/* @} */ + +#ifndef SDL_BYTEORDER +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro that reports the target system's byte order. + * + * This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other + * values in the future, if something else becomes popular). This can be + * tested with the preprocessor, so decisions can be made at compile time. + * + * ```c + * #if SDL_BYTEORDER == SDL_BIG_ENDIAN + * SDL_Log("This system is bigendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LIL_ENDIAN + * \sa SDL_BIG_ENDIAN + */ +#define SDL_BYTEORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN +#elif defined(SDL_PLATFORM_LINUX) +#include +#define SDL_BYTEORDER __BYTE_ORDER +#elif defined(SDL_PLATFORM_SOLARIS) +#include +#if defined(_LITTLE_ENDIAN) +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#elif defined(_BIG_ENDIAN) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif +#elif defined(SDL_PLATFORM_OPENBSD) || defined(__DragonFly__) +#include +#define SDL_BYTEORDER BYTE_ORDER +#elif defined(SDL_PLATFORM_FREEBSD) || defined(SDL_PLATFORM_NETBSD) +#include +#define SDL_BYTEORDER BYTE_ORDER +/* predefs from newer gcc and clang versions: */ +#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__) +#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__) +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif /**/ +#else +#if defined(__hppa__) || \ + defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ + (defined(__MIPS__) && defined(__MIPSEB__)) || \ + defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \ + defined(__sparc__) || defined(__sparc) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#endif +#endif /* SDL_PLATFORM_LINUX */ +#endif /* !SDL_BYTEORDER */ + +#ifndef SDL_FLOATWORDORDER +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro that reports the target system's floating point word order. + * + * This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other + * values in the future, if something else becomes popular). This can be + * tested with the preprocessor, so decisions can be made at compile time. + * + * ```c + * #if SDL_FLOATWORDORDER == SDL_BIG_ENDIAN + * SDL_Log("This system's floats are bigendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LIL_ENDIAN + * \sa SDL_BIG_ENDIAN + */ +#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN +/* predefs from newer gcc versions: */ +#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__) +#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__) +#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN +#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__) +#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif /**/ +#elif defined(__MAVERICK__) +/* For Maverick, float words are always little-endian. */ +#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN +#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__) +/* For FPA, float words are always big-endian. */ +#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN +#else +/* By default, assume that floats words follow the memory system mode. */ +#define SDL_FLOATWORDORDER SDL_BYTEORDER +#endif /* __FLOAT_WORD_ORDER__ */ +#endif /* !SDL_FLOATWORDORDER */ + + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* various modern compilers may have builtin swap */ +#if defined(__GNUC__) || defined(__clang__) +# define HAS_BUILTIN_BSWAP16 (SDL_HAS_BUILTIN(__builtin_bswap16)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) +# define HAS_BUILTIN_BSWAP32 (SDL_HAS_BUILTIN(__builtin_bswap32)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) +# define HAS_BUILTIN_BSWAP64 (SDL_HAS_BUILTIN(__builtin_bswap64)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) + + /* this one is broken */ +# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) +#else +# define HAS_BUILTIN_BSWAP16 0 +# define HAS_BUILTIN_BSWAP32 0 +# define HAS_BUILTIN_BSWAP64 0 +# define HAS_BROKEN_BSWAP 0 +#endif + +/* Byte swap 16-bit integer. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if HAS_BUILTIN_BSWAP16 +#define SDL_Swap16(x) __builtin_bswap16(x) +#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) +#pragma intrinsic(_byteswap_ushort) +#define SDL_Swap16(x) _byteswap_ushort(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); + return x; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); + return x; +} +#elif (defined(__powerpc__) || defined(__ppc__)) +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + int result; + + __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); + return (Uint16)result; +} +#elif (defined(__m68k__) && !defined(__mcoldfire__)) +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + __asm__("rorw #8,%0": "=d"(x): "0"(x):"cc"); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint16 SDL_Swap16(Uint16); +#pragma aux SDL_Swap16 = \ + "xchg al, ah" \ + parm [ax] \ + modify [ax]; +#else +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + return SDL_static_cast(Uint16, ((x << 8) | (x >> 8))); +} +#endif +#endif + +/* Byte swap 32-bit integer. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if HAS_BUILTIN_BSWAP32 +#define SDL_Swap32(x) __builtin_bswap32(x) +#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) +#pragma intrinsic(_byteswap_ulong) +#define SDL_Swap32(x) _byteswap_ulong(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + __asm__("bswap %0": "=r"(x):"0"(x)); + return x; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + __asm__("bswapl %0": "=r"(x):"0"(x)); + return x; +} +#elif (defined(__powerpc__) || defined(__ppc__)) +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + Uint32 result; + + __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x)); + __asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x)); + __asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); + return result; +} +#elif (defined(__m68k__) && !defined(__mcoldfire__)) +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + __asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc"); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint32 SDL_Swap32(Uint32); +#pragma aux SDL_Swap32 = \ + "bswap eax" \ + parm [eax] \ + modify [eax]; +#else +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) | + ((x >> 8) & 0x0000FF00) | (x >> 24))); +} +#endif +#endif + +/* Byte swap 64-bit integer. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if HAS_BUILTIN_BSWAP64 +#define SDL_Swap64(x) __builtin_bswap64(x) +#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) +#pragma intrinsic(_byteswap_uint64) +#define SDL_Swap64(x) _byteswap_uint64(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP +SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) +{ + union { + struct { + Uint32 a, b; + } s; + Uint64 u; + } v; + v.u = x; + __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" + : "=r"(v.s.a), "=r"(v.s.b) + : "0" (v.s.a), "1"(v.s.b)); + return v.u; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) +{ + __asm__("bswapq %0": "=r"(x):"0"(x)); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint64 SDL_Swap64(Uint64); +#pragma aux SDL_Swap64 = \ + "bswap eax" \ + "bswap edx" \ + "xchg eax,edx" \ + parm [eax edx] \ + modify [eax edx]; +#else +SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) +{ + Uint32 hi, lo; + + /* Separate into high and low 32-bit values and swap them */ + lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF); + x >>= 32; + hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF); + x = SDL_Swap32(lo); + x <<= 32; + x |= SDL_Swap32(hi); + return (x); +} +#endif +#endif + +/** + * Byte-swap a floating point number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_SwapFloatLE or + * SDL_SwapFloatBE instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns x, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE float SDL_SwapFloat(float x) +{ + union { + float f; + Uint32 ui32; + } swapper; + swapper.f = x; + swapper.ui32 = SDL_Swap32(swapper.ui32); + return swapper.f; +} + +/* remove extra macros */ +#undef HAS_BROKEN_BSWAP +#undef HAS_BUILTIN_BSWAP16 +#undef HAS_BUILTIN_BSWAP32 +#undef HAS_BUILTIN_BSWAP64 + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Byte-swap an unsigned 16-bit number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_Swap16LE or SDL_Swap16BE + * instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns `x`, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return x_but_byteswapped; } + +/** + * Byte-swap an unsigned 32-bit number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_Swap32LE or SDL_Swap32BE + * instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns `x`, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return x_but_byteswapped; } + +/** + * Byte-swap an unsigned 64-bit number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_Swap64LE or SDL_Swap64BE + * instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns `x`, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE Uint32 SDL_Swap64(Uint64 x) { return x_but_byteswapped; } + +/** + * Swap a 16-bit value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap16LE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 32-bit value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap32LE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 64-bit value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap64LE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a floating point value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SwapFloatLE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 16-bit value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap16BE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 32-bit value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap32BE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 64-bit value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap64BE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a floating point value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SwapFloatBE(x) SwapOnlyIfNecessary(x) + +#elif SDL_BYTEORDER == SDL_LIL_ENDIAN +#define SDL_Swap16LE(x) (x) +#define SDL_Swap32LE(x) (x) +#define SDL_Swap64LE(x) (x) +#define SDL_SwapFloatLE(x) (x) +#define SDL_Swap16BE(x) SDL_Swap16(x) +#define SDL_Swap32BE(x) SDL_Swap32(x) +#define SDL_Swap64BE(x) SDL_Swap64(x) +#define SDL_SwapFloatBE(x) SDL_SwapFloat(x) +#else +#define SDL_Swap16LE(x) SDL_Swap16(x) +#define SDL_Swap32LE(x) SDL_Swap32(x) +#define SDL_Swap64LE(x) SDL_Swap64(x) +#define SDL_SwapFloatLE(x) SDL_SwapFloat(x) +#define SDL_Swap16BE(x) (x) +#define SDL_Swap32BE(x) (x) +#define SDL_Swap64BE(x) (x) +#define SDL_SwapFloatBE(x) (x) +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_endian_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_error.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_error.h new file mode 100644 index 0000000..934967c --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_error.h @@ -0,0 +1,226 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryError + * + * Simple error message routines for SDL. + * + * Most apps will interface with these APIs in exactly one function: when + * almost any SDL function call reports failure, you can get a human-readable + * string of the problem from SDL_GetError(). + * + * These strings are maintained per-thread, and apps are welcome to set their + * own errors, which is popular when building libraries on top of SDL for + * other apps to consume. These strings are set by calling SDL_SetError(). + * + * A common usage pattern is to have a function that returns true for success + * and false for failure, and do this when something fails: + * + * ```c + * if (something_went_wrong) { + * return SDL_SetError("The thing broke in this specific way: %d", errcode); + * } + * ``` + * + * It's also common to just return `false` in this case if the failing thing + * is known to call SDL_SetError(), so errors simply propagate through. + */ + +#ifndef SDL_error_h_ +#define SDL_error_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Public functions */ + + +/** + * Set the SDL error message for the current thread. + * + * Calling this function will replace any previous error message that was set. + * + * This function always returns false, since SDL frequently uses false to + * signify a failing result, leading to this idiom: + * + * ```c + * if (error_code) { + * return SDL_SetError("This operation has failed: %d", error_code); + * } + * ``` + * + * \param fmt a printf()-style message format string. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * \returns false. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + * \sa SDL_SetErrorV + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Set the SDL error message for the current thread. + * + * Calling this function will replace any previous error message that was set. + * + * \param fmt a printf()-style message format string. + * \param ap a variable argument list. + * \returns false. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + * \sa SDL_SetError + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetErrorV(SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(1); + +/** + * Set an error indicating that memory allocation failed. + * + * This function does not do any memory allocation. + * + * \returns false. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_OutOfMemory(void); + +/** + * Retrieve a message about the last error that occurred on the current + * thread. + * + * It is possible for multiple errors to occur before calling SDL_GetError(). + * Only the last error is returned. + * + * The message is only applicable when an SDL function has signaled an error. + * You must check the return values of SDL function calls to determine when to + * appropriately call SDL_GetError(). You should *not* use the results of + * SDL_GetError() to decide if an error has occurred! Sometimes SDL will set + * an error string even when reporting success. + * + * SDL will *not* clear the error string for successful API calls. You *must* + * check return values for failure cases before you can assume the error + * string applies. + * + * Error strings are set per-thread, so an error set in a different thread + * will not interfere with the current thread's operation. + * + * The returned value is a thread-local string which will remain valid until + * the current thread's error string is changed. The caller should make a copy + * if the value is needed after the next SDL API call. + * + * \returns a message with information about the specific error that occurred, + * or an empty string if there hasn't been an error message set since + * the last call to SDL_ClearError(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearError + * \sa SDL_SetError + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetError(void); + +/** + * Clear any previous error message for this thread. + * + * \returns true. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetError + * \sa SDL_SetError + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearError(void); + +/** + * \name Internal error functions + * + * \internal + * Private error reporting function - used internally. + */ +/* @{ */ + +/** + * A macro to standardize error reporting on unsupported operations. + * + * This simply calls SDL_SetError() with a standardized error string, for + * convenience, consistency, and clarity. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Unsupported() SDL_SetError("That operation is not supported") + +/** + * A macro to standardize error reporting on unsupported operations. + * + * This simply calls SDL_SetError() with a standardized error string, for + * convenience, consistency, and clarity. + * + * A common usage pattern inside SDL is this: + * + * ```c + * bool MyFunction(const char *str) { + * if (!str) { + * return SDL_InvalidParamError("str"); // returns false. + * } + * DoSomething(str); + * return true; + * } + * ``` + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param)) + +/* @} *//* Internal error functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_error_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_events.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_events.h new file mode 100644 index 0000000..56a2194 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_events.h @@ -0,0 +1,1574 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryEvents + * + * Event queue management. + * + * It's extremely common--often required--that an app deal with SDL's event + * queue. Almost all useful information about interactions with the real world + * flow through here: the user interacting with the computer and app, hardware + * coming and going, the system changing in some way, etc. + * + * An app generally takes a moment, perhaps at the start of a new frame, to + * examine any events that have occured since the last time and process or + * ignore them. This is generally done by calling SDL_PollEvent() in a loop + * until it returns false (or, if using the main callbacks, events are + * provided one at a time in calls to SDL_AppEvent() before the next call to + * SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent() + * at all). + * + * There is other forms of control, too: SDL_PeepEvents() has more + * functionality at the cost of more complexity, and SDL_WaitEvent() can block + * the process until something interesting happens, which might be beneficial + * for certain types of programs on low-power hardware. One may also call + * SDL_AddEventWatch() to set a callback when new events arrive. + * + * The app is free to generate their own events, too: SDL_PushEvent allows the + * app to put events onto the queue for later retrieval; SDL_RegisterEvents + * can guarantee that these events have a type that isn't in use by other + * parts of the system. + */ + +#ifndef SDL_events_h_ +#define SDL_events_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* General keyboard/mouse/pen state definitions */ + +/** + * The types of events that can be delivered. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_EventType +{ + SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */ + + /* Application events */ + SDL_EVENT_QUIT = 0x100, /**< User-requested quit */ + + /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */ + SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationWillTerminate() + Called on Android in onDestroy() + */ + SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationDidReceiveMemoryWarning() + Called on Android in onTrimMemory() + */ + SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationWillResignActive() + Called on Android in onPause() + */ + SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationDidEnterBackground() + Called on Android in onPause() + */ + SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationWillEnterForeground() + Called on Android in onResume() + */ + SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationDidBecomeActive() + Called on Android in onResume() + */ + + SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */ + + SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */ + + /* Display events */ + /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */ + SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */ + SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */ + SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */ + SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */ + SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */ + SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */ + SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */ + SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION, + SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, + + /* Window events */ + /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */ + /* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */ + SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */ + SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */ + SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */ + SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */ + SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */ + SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */ + SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */ + SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */ + SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */ + SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */ + SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */ + SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */ + SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */ + SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */ + SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */ + SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */ + SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */ + SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */ + SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */ + SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */ + SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */ + SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */ + SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */ + SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled + in an event watcher, the window handle is still valid and can still be used to retrieve any properties + associated with the window. Otherwise, the handle has already been destroyed and all resources + associated with it are invalid */ + SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */ + SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN, + SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED, + + /* Keyboard events */ + SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */ + SDL_EVENT_KEY_UP, /**< Key released */ + SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */ + SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */ + SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an + input language or keyboard layout change. */ + SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */ + SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */ + SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */ + + /* Mouse events */ + SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */ + SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */ + SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */ + SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */ + SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */ + SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */ + + /* Joystick events */ + SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */ + SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */ + SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */ + SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */ + SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */ + SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */ + SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */ + SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */ + SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */ + + /* Gamepad events */ + SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */ + SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */ + SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */ + SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */ + SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */ + SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */ + SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */ + SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */ + SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */ + SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */ + SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */ + SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */ + + /* Touch events */ + SDL_EVENT_FINGER_DOWN = 0x700, + SDL_EVENT_FINGER_UP, + SDL_EVENT_FINGER_MOTION, + SDL_EVENT_FINGER_CANCELED, + + /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */ + + /* Clipboard events */ + SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */ + + /* Drag and drop events */ + SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */ + SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */ + SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */ + SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */ + SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */ + + /* Audio hotplug events */ + SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */ + SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */ + SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */ + + /* Sensor events */ + SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */ + + /* Pressure-sensitive pen events */ + SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */ + SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */ + SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */ + SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */ + SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */ + SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */ + SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */ + SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */ + + /* Camera hotplug events */ + SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */ + SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */ + SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */ + SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */ + + /* Render events */ + SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ + SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ + SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */ + + /* Reserved events for private platforms */ + SDL_EVENT_PRIVATE0 = 0x4000, + SDL_EVENT_PRIVATE1, + SDL_EVENT_PRIVATE2, + SDL_EVENT_PRIVATE3, + + /* Internal events */ + SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ + + /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use, + * and should be allocated with SDL_RegisterEvents() + */ + SDL_EVENT_USER = 0x8000, + + /** + * This last event is only for bounding internal arrays + */ + SDL_EVENT_LAST = 0xFFFF, + + /* This just makes sure the enum is the size of Uint32 */ + SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF + +} SDL_EventType; + +/** + * Fields shared by every event + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_CommonEvent +{ + Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ +} SDL_CommonEvent; + +/** + * Display state change event data (event.display.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_DisplayEvent +{ + SDL_EventType type; /**< SDL_DISPLAYEVENT_* */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_DisplayID displayID;/**< The associated display */ + Sint32 data1; /**< event dependent data */ + Sint32 data2; /**< event dependent data */ +} SDL_DisplayEvent; + +/** + * Window state change event data (event.window.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_WindowEvent +{ + SDL_EventType type; /**< SDL_EVENT_WINDOW_* */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The associated window */ + Sint32 data1; /**< event dependent data */ + Sint32 data2; /**< event dependent data */ +} SDL_WindowEvent; + +/** + * Keyboard device event structure (event.kdevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_KeyboardDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_KeyboardID which; /**< The keyboard instance id */ +} SDL_KeyboardDeviceEvent; + +/** + * Keyboard button event structure (event.key.*) + * + * The `key` is the base SDL_Keycode generated by pressing the `scancode` + * using the current keyboard layout, applying any options specified in + * SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the + * event scancode and modifiers directly from the keyboard layout, bypassing + * SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode(). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_HINT_KEYCODE_OPTIONS + */ +typedef struct SDL_KeyboardEvent +{ + SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */ + SDL_Scancode scancode; /**< SDL physical key code */ + SDL_Keycode key; /**< SDL virtual key code */ + SDL_Keymod mod; /**< current key modifiers */ + Uint16 raw; /**< The platform dependent scancode for this event */ + bool down; /**< true if the key is pressed */ + bool repeat; /**< true if this is a key repeat */ +} SDL_KeyboardEvent; + +/** + * Keyboard text editing event structure (event.edit.*) + * + * The start cursor is the position, in UTF-8 characters, where new typing + * will be inserted into the editing text. The length is the number of UTF-8 + * characters that will be replaced by new typing. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TextEditingEvent +{ + SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + const char *text; /**< The editing text */ + Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */ + Sint32 length; /**< The length of selected editing text, or -1 if not set */ +} SDL_TextEditingEvent; + +/** + * Keyboard IME candidates event structure (event.edit_candidates.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TextEditingCandidatesEvent +{ + SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */ + Sint32 num_candidates; /**< The number of strings in `candidates` */ + Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */ + bool horizontal; /**< true if the list is horizontal, false if it's vertical */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_TextEditingCandidatesEvent; + +/** + * Keyboard text input event structure (event.text.*) + * + * This event will never be delivered unless text input is enabled by calling + * SDL_StartTextInput(). Text input is disabled by default! + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + */ +typedef struct SDL_TextInputEvent +{ + SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + const char *text; /**< The input text, UTF-8 encoded */ +} SDL_TextInputEvent; + +/** + * Mouse device event structure (event.mdevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_MouseID which; /**< The mouse instance id */ +} SDL_MouseDeviceEvent; + +/** + * Mouse motion event structure (event.motion.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseMotionEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */ + SDL_MouseButtonFlags state; /**< The current button state */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + float xrel; /**< The relative motion in the X direction */ + float yrel; /**< The relative motion in the Y direction */ +} SDL_MouseMotionEvent; + +/** + * Mouse button event structure (event.button.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */ + Uint8 button; /**< The mouse button index */ + bool down; /**< true if the button is pressed */ + Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ + Uint8 padding; + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ +} SDL_MouseButtonEvent; + +/** + * Mouse wheel event structure (event.wheel.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseWheelEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_MouseID which; /**< The mouse instance id in relative mode or 0 */ + float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ + float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ + SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ + float mouse_x; /**< X coordinate, relative to window */ + float mouse_y; /**< Y coordinate, relative to window */ +} SDL_MouseWheelEvent; + +/** + * Joystick axis motion event structure (event.jaxis.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyAxisEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 axis; /**< The joystick axis index */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 value; /**< The axis value (range: -32768 to 32767) */ + Uint16 padding4; +} SDL_JoyAxisEvent; + +/** + * Joystick trackball motion event structure (event.jball.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyBallEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 ball; /**< The joystick trackball index */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 xrel; /**< The relative motion in the X direction */ + Sint16 yrel; /**< The relative motion in the Y direction */ +} SDL_JoyBallEvent; + +/** + * Joystick hat position change event structure (event.jhat.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyHatEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 hat; /**< The joystick hat index */ + Uint8 value; /**< The hat position value. + * \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP + * \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT + * \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN + * + * Note that zero means the POV is centered. + */ + Uint8 padding1; + Uint8 padding2; +} SDL_JoyHatEvent; + +/** + * Joystick button event structure (event.jbutton.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 button; /**< The joystick button index */ + bool down; /**< true if the button is pressed */ + Uint8 padding1; + Uint8 padding2; +} SDL_JoyButtonEvent; + +/** + * Joystick device event structure (event.jdevice.*) + * + * SDL will send JOYSTICK_ADDED events for devices that are already plugged in + * during SDL_Init. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GamepadDeviceEvent + */ +typedef struct SDL_JoyDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ +} SDL_JoyDeviceEvent; + +/** + * Joystick battery level change event structure (event.jbattery.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyBatteryEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + SDL_PowerState state; /**< The joystick battery state */ + int percent; /**< The joystick battery percent charge remaining */ +} SDL_JoyBatteryEvent; + +/** + * Gamepad axis motion event structure (event.gaxis.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadAxisEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 value; /**< The axis value (range: -32768 to 32767) */ + Uint16 padding4; +} SDL_GamepadAxisEvent; + + +/** + * Gamepad button event structure (event.gbutton.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 button; /**< The gamepad button (SDL_GamepadButton) */ + bool down; /**< true if the button is pressed */ + Uint8 padding1; + Uint8 padding2; +} SDL_GamepadButtonEvent; + + +/** + * Gamepad device event structure (event.gdevice.*) + * + * Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent + * and an SDL_GamepadDeviceEvent. + * + * SDL will send GAMEPAD_ADDED events for joysticks that are already plugged + * in during SDL_Init() and are recognized as gamepads. It will also send + * events for joysticks that get gamepad mappings at runtime. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_JoyDeviceEvent + */ +typedef struct SDL_GamepadDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ +} SDL_GamepadDeviceEvent; + +/** + * Gamepad touchpad event structure (event.gtouchpad.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadTouchpadEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Sint32 touchpad; /**< The index of the touchpad */ + Sint32 finger; /**< The index of the finger on the touchpad */ + float x; /**< Normalized in the range 0...1 with 0 being on the left */ + float y; /**< Normalized in the range 0...1 with 0 being at the top */ + float pressure; /**< Normalized in the range 0...1 */ +} SDL_GamepadTouchpadEvent; + +/** + * Gamepad sensor event structure (event.gsensor.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadSensorEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */ + float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ + Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ +} SDL_GamepadSensorEvent; + +/** + * Audio device event structure (event.adevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_AudioDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */ + bool recording; /**< false if a playback device, true if a recording device. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_AudioDeviceEvent; + +/** + * Camera device event structure (event.cdevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_CameraDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */ +} SDL_CameraDeviceEvent; + + +/** + * Renderer event structure (event.render.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_RenderEvent +{ + SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window containing the renderer in question. */ +} SDL_RenderEvent; + + +/** + * Touch finger event structure (event.tfinger.*) + * + * Coordinates in this event are normalized. `x` and `y` are normalized to a + * range between 0.0f and 1.0f, relative to the window, so (0,0) is the top + * left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are + * normalized in the ranges of -1.0f (traversed all the way from the bottom or + * right to all the way up or left) to 1.0f (traversed all the way from the + * top or left to all the way down or right). + * + * Note that while the coordinates are _normalized_, they are not _clamped_, + * which means in some circumstances you can get a value outside of this + * range. For example, a renderer using logical presentation might give a + * negative value when the touch is in the letterboxing. Some platforms might + * report a touch outside of the window, which will also be outside of the + * range. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TouchFingerEvent +{ + SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_TouchID touchID; /**< The touch device id */ + SDL_FingerID fingerID; + float x; /**< Normalized in the range 0...1 */ + float y; /**< Normalized in the range 0...1 */ + float dx; /**< Normalized in the range -1...1 */ + float dy; /**< Normalized in the range -1...1 */ + float pressure; /**< Normalized in the range 0...1 */ + SDL_WindowID windowID; /**< The window underneath the finger, if any */ +} SDL_TouchFingerEvent; + +/** + * Pressure-sensitive pen proximity event structure (event.pmotion.*) + * + * When a pen becomes visible to the system (it is close enough to a tablet, + * etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's + * ID. This ID is valid until the pen leaves proximity again (has been removed + * from the tablet's area, the tablet has been unplugged, etc). If the same + * pen reenters proximity again, it will be given a new ID. + * + * Note that "proximity" means "close enough for the tablet to know the tool + * is there." The pen touching and lifting off from the tablet while not + * leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenProximityEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ +} SDL_PenProximityEvent; + +/** + * Pressure-sensitive pen motion event structure (event.pmotion.*) + * + * Depending on the hardware, you may get motion events when the pen is not + * touching a tablet, for tracking a pen even when it isn't drawing. You + * should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check + * `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when + * dealing with pen motion. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenMotionEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ +} SDL_PenMotionEvent; + +/** + * Pressure-sensitive pen touched event structure (event.ptouch.*) + * + * These events come when a pen touches a surface (a tablet, etc), or lifts + * off from one. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenTouchEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + bool eraser; /**< true if eraser end is used (not all pens support this). */ + bool down; /**< true if the pen is touching or false if the pen is lifted off */ +} SDL_PenTouchEvent; + +/** + * Pressure-sensitive pen button event structure (event.pbutton.*) + * + * This is for buttons on the pen itself that the user might click. The pen + * itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + Uint8 button; /**< The pen button index (first button is 1). */ + bool down; /**< true if the button is pressed */ +} SDL_PenButtonEvent; + +/** + * Pressure-sensitive pen pressure / angle event structure (event.paxis.*) + * + * You might get some of these events even if the pen isn't touching the + * tablet. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenAxisEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + SDL_PenAxis axis; /**< Axis that has changed */ + float value; /**< New value of axis */ +} SDL_PenAxisEvent; + +/** + * An event used to drop text or request a file open by the system + * (event.drop.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_DropEvent +{ + SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window that was dropped on, if any */ + float x; /**< X coordinate, relative to window (not on begin) */ + float y; /**< Y coordinate, relative to window (not on begin) */ + const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */ + const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */ +} SDL_DropEvent; + +/** + * An event triggered when the clipboard contents have changed + * (event.clipboard.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_ClipboardEvent +{ + SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + bool owner; /**< are we owning the clipboard (internal update) */ + Sint32 num_mime_types; /**< number of mime types */ + const char **mime_types; /**< current mime types */ +} SDL_ClipboardEvent; + +/** + * Sensor event structure (event.sensor.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_SensorEvent +{ + SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_SensorID which; /**< The instance ID of the sensor */ + float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */ + Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ +} SDL_SensorEvent; + +/** + * The "quit requested" event + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_QuitEvent +{ + SDL_EventType type; /**< SDL_EVENT_QUIT */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ +} SDL_QuitEvent; + +/** + * A user-defined event type (event.user.*) + * + * This event is unique; it is never created by SDL, but only by the + * application. The event can be pushed onto the event queue using + * SDL_PushEvent(). The contents of the structure members are completely up to + * the programmer; the only requirement is that '''type''' is a value obtained + * from SDL_RegisterEvents(). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_UserEvent +{ + Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The associated window if any */ + Sint32 code; /**< User defined event code */ + void *data1; /**< User defined data pointer */ + void *data2; /**< User defined data pointer */ +} SDL_UserEvent; + + +/** + * The structure for all events in SDL. + * + * The SDL_Event structure is the core of all event handling in SDL. SDL_Event + * is a union of all event structures used in SDL. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef union SDL_Event +{ + Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ + SDL_CommonEvent common; /**< Common event data */ + SDL_DisplayEvent display; /**< Display event data */ + SDL_WindowEvent window; /**< Window event data */ + SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */ + SDL_KeyboardEvent key; /**< Keyboard event data */ + SDL_TextEditingEvent edit; /**< Text editing event data */ + SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */ + SDL_TextInputEvent text; /**< Text input event data */ + SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */ + SDL_MouseMotionEvent motion; /**< Mouse motion event data */ + SDL_MouseButtonEvent button; /**< Mouse button event data */ + SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ + SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ + SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ + SDL_JoyBallEvent jball; /**< Joystick ball event data */ + SDL_JoyHatEvent jhat; /**< Joystick hat event data */ + SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ + SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */ + SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */ + SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */ + SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */ + SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */ + SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */ + SDL_AudioDeviceEvent adevice; /**< Audio device event data */ + SDL_CameraDeviceEvent cdevice; /**< Camera device event data */ + SDL_SensorEvent sensor; /**< Sensor event data */ + SDL_QuitEvent quit; /**< Quit request event data */ + SDL_UserEvent user; /**< Custom event data */ + SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ + SDL_PenProximityEvent pproximity; /**< Pen proximity event data */ + SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */ + SDL_PenMotionEvent pmotion; /**< Pen motion event data */ + SDL_PenButtonEvent pbutton; /**< Pen button event data */ + SDL_PenAxisEvent paxis; /**< Pen axis event data */ + SDL_RenderEvent render; /**< Render event data */ + SDL_DropEvent drop; /**< Drag and drop event data */ + SDL_ClipboardEvent clipboard; /**< Clipboard event data */ + + /* This is necessary for ABI compatibility between Visual C++ and GCC. + Visual C++ will respect the push pack pragma and use 52 bytes (size of + SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit + architectures) for this union, and GCC will use the alignment of the + largest datatype within the union, which is 8 bytes on 64-bit + architectures. + + So... we'll add padding to force the size to be the same for both. + + On architectures where pointers are 16 bytes, this needs rounding up to + the next multiple of 16, 64, and on architectures where pointers are + even larger the size of SDL_UserEvent will dominate as being 3 pointers. + */ + Uint8 padding[128]; +} SDL_Event; + +/* Make sure we haven't broken binary compatibility */ +SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); + + +/* Function prototypes */ + +/** + * Pump the event loop, gathering events from the input devices. + * + * This function updates the event queue and internal input device state. + * + * SDL_PumpEvents() gathers all the pending input information from devices and + * places it in the event queue. Without calls to SDL_PumpEvents() no events + * would ever be placed on the queue. Often the need for calls to + * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and + * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not + * polling or waiting for events (e.g. you are filtering them), then you must + * call SDL_PumpEvents() to force an event queue update. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent + */ +extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void); + +/* @{ */ + +/** + * The type of action to request from SDL_PeepEvents(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_EventAction +{ + SDL_ADDEVENT, /**< Add events to the back of the queue. */ + SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */ + SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */ +} SDL_EventAction; + +/** + * Check the event queue for messages and optionally return them. + * + * `action` may be any of the following: + * + * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the + * event queue. + * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, + * within the specified minimum and maximum type, will be returned to the + * caller and will _not_ be removed from the queue. If you pass NULL for + * `events`, then `numevents` is ignored and the total number of matching + * events will be returned. + * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, + * within the specified minimum and maximum type, will be returned to the + * caller and will be removed from the queue. + * + * You may have to call SDL_PumpEvents() before calling this function. + * Otherwise, the events may not be ready to be filtered when you call + * SDL_PeepEvents(). + * + * \param events destination buffer for the retrieved events, may be NULL to + * leave the events in the queue and return the number of events + * that would have been stored. + * \param numevents if action is SDL_ADDEVENT, the number of events to add + * back to the event queue; if action is SDL_PEEKEVENT or + * SDL_GETEVENT, the maximum number of events to retrieve. + * \param action action to take; see [Remarks](#remarks) for details. + * \param minType minimum value of the event type to be considered; + * SDL_EVENT_FIRST is a safe choice. + * \param maxType maximum value of the event type to be considered; + * SDL_EVENT_LAST is a safe choice. + * \returns the number of events actually stored or -1 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_PushEvent + */ +extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType); +/* @} */ + +/** + * Check for the existence of a certain event type in the event queue. + * + * If you need to check for a range of event types, use SDL_HasEvents() + * instead. + * + * \param type the type of event to be queried; see SDL_EventType for details. + * \returns true if events matching `type` are present, or false if events + * matching `type` are not present. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasEvents + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasEvent(Uint32 type); + + +/** + * Check for the existence of certain event types in the event queue. + * + * If you need to check for a single event type, use SDL_HasEvent() instead. + * + * \param minType the low end of event type to be queried, inclusive; see + * SDL_EventType for details. + * \param maxType the high end of event type to be queried, inclusive; see + * SDL_EventType for details. + * \returns true if events with type >= `minType` and <= `maxType` are + * present, or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasEvents + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); + +/** + * Clear events of a specific type from the event queue. + * + * This will unconditionally remove any events from the queue that match + * `type`. If you need to remove a range of event types, use SDL_FlushEvents() + * instead. + * + * It's also normal to just ignore events you don't care about in your event + * loop without calling this function. + * + * This function only affects currently queued events. If you want to make + * sure that all pending OS events are flushed, you can call SDL_PumpEvents() + * on the main thread immediately before the flush call. + * + * If you have user events with custom data that needs to be freed, you should + * use SDL_PeepEvents() to remove and clean up those events before calling + * this function. + * + * \param type the type of event to be cleared; see SDL_EventType for details. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FlushEvents + */ +extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); + +/** + * Clear events of a range of types from the event queue. + * + * This will unconditionally remove any events from the queue that are in the + * range of `minType` to `maxType`, inclusive. If you need to remove a single + * event type, use SDL_FlushEvent() instead. + * + * It's also normal to just ignore events you don't care about in your event + * loop without calling this function. + * + * This function only affects currently queued events. If you want to make + * sure that all pending OS events are flushed, you can call SDL_PumpEvents() + * on the main thread immediately before the flush call. + * + * \param minType the low end of event type to be cleared, inclusive; see + * SDL_EventType for details. + * \param maxType the high end of event type to be cleared, inclusive; see + * SDL_EventType for details. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FlushEvent + */ +extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); + +/** + * Poll for currently pending events. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. The 1 returned refers to + * this event, immediately stored in the SDL Event structure -- not an event + * to follow. + * + * If `event` is NULL, it simply returns 1 if there is an event in the queue, + * but will not remove it from the queue. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that set the video mode. + * + * SDL_PollEvent() is the favored way of receiving system events since it can + * be done from the main loop and does not suspend the main loop while waiting + * on an event to be posted. + * + * The common practice is to fully process the event queue once every frame, + * usually as a first step before updating the game's state: + * + * ```c + * while (game_is_still_running) { + * SDL_Event event; + * while (SDL_PollEvent(&event)) { // poll until all events are handled! + * // decide what to do with this event. + * } + * + * // update game state, draw the current frame + * } + * ``` + * + * \param event the SDL_Event structure to be filled with the next event from + * the queue, or NULL. + * \returns true if this got an event or false if there are none available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PushEvent + * \sa SDL_WaitEvent + * \sa SDL_WaitEventTimeout + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event); + +/** + * Wait indefinitely for the next available event. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that initialized the video subsystem. + * + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL. + * \returns true on success or false if there was an error while waiting for + * events; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_PushEvent + * \sa SDL_WaitEventTimeout + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event); + +/** + * Wait until the specified timeout (in milliseconds) for the next available + * event. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that initialized the video subsystem. + * + * The timeout is not guaranteed, the actual wait time could be longer due to + * system scheduling. + * + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL. + * \param timeoutMS the maximum number of milliseconds to wait for the next + * available event. + * \returns true if this got an event or false if the timeout elapsed without + * any events available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_PushEvent + * \sa SDL_WaitEvent + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS); + +/** + * Add an event to the event queue. + * + * The event queue can actually be used as a two way communication channel. + * Not only can events be read from the queue, but the user can also push + * their own events onto it. `event` is a pointer to the event structure you + * wish to push onto the queue. The event is copied into the queue, and the + * caller may dispose of the memory pointed to after SDL_PushEvent() returns. + * + * Note: Pushing device input events onto the queue doesn't modify the state + * of the device within SDL. + * + * Note: Events pushed onto the queue with SDL_PushEvent() get passed through + * the event filter but events added with SDL_PeepEvents() do not. + * + * For pushing application-specific events, please use SDL_RegisterEvents() to + * get an event type that does not conflict with other code that also wants + * its own custom event types. + * + * \param event the SDL_Event to be added to the queue. + * \returns true on success, false if the event was filtered or on failure; + * call SDL_GetError() for more information. A common reason for + * error is the event queue being full. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PeepEvents + * \sa SDL_PollEvent + * \sa SDL_RegisterEvents + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PushEvent(SDL_Event *event); + +/** + * A function pointer used for callbacks that watch the event queue. + * + * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or + * SDL_AddEventWatch, etc. + * \param event the event that triggered the callback. + * \returns true to permit event to be added to the queue, and false to + * disallow it. When used with SDL_AddEventWatch, the return value is + * ignored. + * + * \threadsafety SDL may call this callback at any time from any thread; the + * application is responsible for locking resources the callback + * touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetEventFilter + * \sa SDL_AddEventWatch + */ +typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event); + +/** + * Set up a filter to process all events before they are added to the internal + * event queue. + * + * If you just want to see events without modifying them or preventing them + * from being queued, you should use SDL_AddEventWatch() instead. + * + * If the filter function returns true when called, then the event will be + * added to the internal queue. If it returns false, then the event will be + * dropped from the queue, but the internal state will still be updated. This + * allows selective filtering of dynamically arriving events. + * + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! + * + * On platforms that support it, if the quit event is generated by an + * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the + * application at the next event poll. + * + * Note: Disabled events never make it to the event filter function; see + * SDL_SetEventEnabled(). + * + * Note: Events pushed onto the queue with SDL_PushEvent() get passed through + * the event filter, but events pushed onto the queue with SDL_PeepEvents() do + * not. + * + * \param filter an SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + * \sa SDL_SetEventEnabled + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); + +/** + * Query the current event filter. + * + * This function can be used to "chain" filters, by saving the existing filter + * before replacing it with a function that will call that saved filter. + * + * \param filter the current callback function will be stored here. + * \param userdata the pointer that is passed to the current event filter will + * be stored here. + * \returns true on success or false if there is no event filter set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetEventFilter + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata); + +/** + * Add a callback to be triggered when an event is added to the event queue. + * + * `filter` will be called when an event happens, and its return value is + * ignored. + * + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! + * + * If the quit event is generated by a signal (e.g. SIGINT), it will bypass + * the internal queue and be delivered to the watch callback immediately, and + * arrive at the next event poll. + * + * Note: the callback is called for events posted by the user through + * SDL_PushEvent(), but not for disabled events, nor for events by a filter + * callback set with SDL_SetEventFilter(), nor for events posted by the user + * through SDL_PeepEvents(). + * + * \param filter an SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveEventWatch + * \sa SDL_SetEventFilter + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata); + +/** + * Remove an event watch callback added with SDL_AddEventWatch(). + * + * This function takes the same input as SDL_AddEventWatch() to identify and + * delete the corresponding callback. + * + * \param filter the function originally passed to SDL_AddEventWatch(). + * \param userdata the pointer originally passed to SDL_AddEventWatch(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata); + +/** + * Run a specific filter function on the current event queue, removing any + * events for which the filter returns false. + * + * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), + * this function does not change the filter permanently, it only uses the + * supplied filter until this function returns. + * + * \param filter the SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_SetEventFilter + */ +extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); + +/** + * Set the state of processing events by type. + * + * \param type the type of event; see SDL_EventType for details. + * \param enabled whether to process the event or not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EventEnabled + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled); + +/** + * Query the state of processing events by type. + * + * \param type the type of event; see SDL_EventType for details. + * \returns true if the event is being processed, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetEventEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type); + +/** + * Allocate a set of user-defined events, and return the beginning event + * number for that set of events. + * + * \param numevents the number of events to be allocated. + * \returns the beginning event number, or 0 if numevents is invalid or if + * there are not enough user-defined events left. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PushEvent + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); + +/** + * Get window associated with an event. + * + * \param event an event containing a `windowID`. + * \returns the associated window on success or NULL if there is none. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent + * \sa SDL_WaitEventTimeout + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_events_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_filesystem.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_filesystem.h new file mode 100644 index 0000000..af3ca27 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_filesystem.h @@ -0,0 +1,503 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryFilesystem + * + * SDL offers an API for examining and manipulating the system's filesystem. + * This covers most things one would need to do with directories, except for + * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream) + * and [CategoryAsyncIO](CategoryAsyncIO) instead). + * + * There are functions to answer necessary path questions: + * + * - Where is my app's data? SDL_GetBasePath(). + * - Where can I safely write files? SDL_GetPrefPath(). + * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder(). + * - What is this thing at this location? SDL_GetPathInfo(). + * - What items live in this folder? SDL_EnumerateDirectory(). + * - What items live in this folder by wildcard? SDL_GlobDirectory(). + * - What is my current working directory? SDL_GetCurrentDirectory(). + * + * SDL also offers functions to manipulate the directory tree: renaming, + * removing, copying files. + */ + +#ifndef SDL_filesystem_h_ +#define SDL_filesystem_h_ + +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Get the directory where the application was run from. + * + * SDL caches the result of this call internally, but the first call to this + * function is not necessarily fast, so plan accordingly. + * + * **macOS and iOS Specific Functionality**: If the application is in a ".app" + * bundle, this function returns the Resource directory (e.g. + * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding + * a property to the Info.plist file. Adding a string key with the name + * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the + * behaviour. + * + * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an + * application in /Applications/SDLApp/MyApp.app): + * + * - `resource`: bundle resource directory (the default). For example: + * `/Applications/SDLApp/MyApp.app/Contents/Resources` + * - `bundle`: the Bundle directory. For example: + * `/Applications/SDLApp/MyApp.app/` + * - `parent`: the containing directory of the bundle. For example: + * `/Applications/SDLApp/` + * + * **Nintendo 3DS Specific Functionality**: This function returns "romfs" + * directory of the application as it is uncommon to store resources outside + * the executable. As such it is not a writable directory. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * \returns an absolute path in UTF-8 encoding to the application data + * directory. NULL will be returned on error or when the platform + * doesn't implement this functionality, call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPrefPath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void); + +/** + * Get the user-and-app-specific path where files can be written. + * + * Get the "pref dir". This is meant to be where users can write personal + * files (preferences and save games, etc) that are specific to your + * application. This directory is unique per user, per application. + * + * This function will decide the appropriate location in the native + * filesystem, create the directory if necessary, and return a string of the + * absolute path to the directory in UTF-8 encoding. + * + * On Windows, the string might look like: + * + * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` + * + * On Linux, the string might look like: + * + * `/home/bob/.local/share/My Program Name/` + * + * On macOS, the string might look like: + * + * `/Users/bob/Library/Application Support/My Program Name/` + * + * You should assume the path returned by this function is the only safe place + * to write files (and that SDL_GetBasePath(), while it might be writable, or + * even the parent of the returned path, isn't where you should be writing + * things). + * + * Both the org and app strings may become part of a directory name, so please + * follow these rules: + * + * - Try to use the same org string (_including case-sensitivity_) for all + * your applications that use this function. + * - Always use a unique app string for each one, and make sure it never + * changes for an app once you've decided on it. + * - Unicode characters are legal, as long as they are UTF-8 encoded, but... + * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game + * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * \param org the name of your organization. + * \param app the name of your application. + * \returns a UTF-8 string of the user directory in platform-dependent + * notation. NULL if there's a problem (creating directory failed, + * etc.). This should be freed with SDL_free() when it is no longer + * needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetBasePath + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app); + +/** + * The type of the OS-provided default folder for a specific purpose. + * + * Note that the Trash folder isn't included here, because trashing files + * usually involves extra OS-specific functionality to remember the file's + * original location. + * + * The folders supported per platform are: + * + * | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten | + * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- | + * | HOME | X | X | | X | X | X | + * | DESKTOP | X | X | | X | X | | + * | DOCUMENTS | X | X | | X | | | + * | DOWNLOADS | Vista+ | X | | X | | | + * | MUSIC | X | X | | X | | | + * | PICTURES | X | X | | X | | | + * | PUBLICSHARE | | X | | X | | | + * | SAVEDGAMES | Vista+ | | | | | | + * | SCREENSHOTS | Vista+ | | | | | | + * | TEMPLATES | X | X | | X | | | + * | VIDEOS | X | X* | | X | | | + * + * Note that on macOS/iOS, the Videos folder is called "Movies". + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetUserFolder + */ +typedef enum SDL_Folder +{ + SDL_FOLDER_HOME, /**< The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */ + SDL_FOLDER_DESKTOP, /**< The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */ + SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */ + SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */ + SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */ + SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */ + SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */ + SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */ + SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */ + SDL_FOLDER_TEMPLATES, /**< Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */ + SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */ + SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */ +} SDL_Folder; + +/** + * Finds the most suitable user folder for a specific purpose. + * + * Many OSes provide certain standard folders for certain purposes, such as + * storing pictures, music or videos for a certain user. This function gives + * the path for many of those special locations. + * + * This function is specifically for _user_ folders, which are meant for the + * user to access and manage. For application-specific folders, meant to hold + * data for the application to manage, see SDL_GetBasePath() and + * SDL_GetPrefPath(). + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * If NULL is returned, the error may be obtained with SDL_GetError(). + * + * \param folder the type of folder to find. + * \returns either a null-terminated C string containing the full path to the + * folder, or NULL if an error happened. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder); + + +/* Abstract filesystem interface */ + +/** + * Types of filesystem entries. + * + * Note that there may be other sorts of items on a filesystem: devices, + * symlinks, named pipes, etc. They are currently reported as + * SDL_PATHTYPE_OTHER. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_PathInfo + */ +typedef enum SDL_PathType +{ + SDL_PATHTYPE_NONE, /**< path does not exist */ + SDL_PATHTYPE_FILE, /**< a normal file */ + SDL_PATHTYPE_DIRECTORY, /**< a directory */ + SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */ +} SDL_PathType; + +/** + * Information about a path on the filesystem. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetPathInfo + * \sa SDL_GetStoragePathInfo + */ +typedef struct SDL_PathInfo +{ + SDL_PathType type; /**< the path type */ + Uint64 size; /**< the file size in bytes */ + SDL_Time create_time; /**< the time when the path was created */ + SDL_Time modify_time; /**< the last time the path was modified */ + SDL_Time access_time; /**< the last time the path was read */ +} SDL_PathInfo; + +/** + * Flags for path matching. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GlobDirectory + * \sa SDL_GlobStorageDirectory + */ +typedef Uint32 SDL_GlobFlags; + +#define SDL_GLOB_CASEINSENSITIVE (1u << 0) + +/** + * Create a directory, and any missing parent directories. + * + * This reports success if `path` already exists as a directory. + * + * If parent directories are missing, it will also create them. Note that if + * this fails, it will not remove any parent directories it already made. + * + * \param path the path of the directory to create. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path); + +/** + * Possible results from an enumeration callback. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_EnumerateDirectoryCallback + */ +typedef enum SDL_EnumerationResult +{ + SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */ + SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */ + SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */ +} SDL_EnumerationResult; + +/** + * Callback for directory enumeration. + * + * Enumeration of directory entries will continue until either all entries + * have been provided to the callback, or the callback has requested a stop + * through its return value. + * + * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the + * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will + * terminate the enumeration early, and dictate the return value of the + * enumeration function itself. + * + * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/' + * on most other platforms). + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param dirname the directory that is being enumerated. + * \param fname the next entry in the enumeration. + * \returns how the enumeration should proceed. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EnumerateDirectory + */ +typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname); + +/** + * Enumerate a directory through a callback function. + * + * This function provides every directory entry through an app-provided + * callback, called once for each directory entry, until all results have been + * provided or the callback returns either SDL_ENUM_SUCCESS or + * SDL_ENUM_FAILURE. + * + * This will return false if there was a system problem in general, or if a + * callback returns SDL_ENUM_FAILURE. A successful return means a callback + * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries + * were enumerated. + * + * \param path the path of the directory to enumerate. + * \param callback a function that is called for each entry in the directory. + * \param userdata a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); + +/** + * Remove a file or an empty directory. + * + * Directories that are not empty will fail; this function will not recursely + * delete directory trees. + * + * \param path the path to remove from the filesystem. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path); + +/** + * Rename a file or directory. + * + * If the file at `newpath` already exists, it will replaced. + * + * Note that this will not copy files across filesystems/drives/volumes, as + * that is a much more complicated (and possibly time-consuming) operation. + * + * Which is to say, if this function fails, SDL_CopyFile() to a temporary file + * in the same directory as `newpath`, then SDL_RenamePath() from the + * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work + * for files. Renaming a non-empty directory across filesystems is + * dramatically more complex, however. + * + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath); + +/** + * Copy a file. + * + * If the file at `newpath` already exists, it will be overwritten with the + * contents of the file at `oldpath`. + * + * This function will block until the copy is complete, which might be a + * significant time for large files on slow disks. On some platforms, the copy + * can be handed off to the OS itself, but on others SDL might just open both + * paths, and read from one and write to the other. + * + * Note that this is not an atomic operation! If something tries to read from + * `newpath` while the copy is in progress, it will see an incomplete copy of + * the data, and if the calling thread terminates (or the power goes out) + * during the copy, `newpath`'s previous contents will be gone, replaced with + * an incomplete copy of the data. To avoid this risk, it is recommended that + * the app copy to a temporary file in the same directory as `newpath`, and if + * the copy is successful, use SDL_RenamePath() to replace `newpath` with the + * temporary file. This will ensure that reads of `newpath` will either see a + * complete copy of the data, or it will see the pre-copy state of `newpath`. + * + * This function attempts to synchronize the newly-copied data to disk before + * returning, if the platform allows it, so that the renaming trick will not + * have a problem in a system crash or power failure, where the file could be + * renamed but the contents never made it from the system file cache to the + * physical disk. + * + * If the copy fails for any reason, the state of `newpath` is undefined. It + * might be half a copy, it might be the untouched data of what was already + * there, or it might be a zero-byte file, etc. + * + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath); + +/** + * Get information about a filesystem path. + * + * \param path the path to query. + * \param info a pointer filled in with information about the path, or NULL to + * check for the existence of a file. + * \returns true on success or false if the file doesn't exist, or another + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info); + +/** + * Enumerate a directory tree, filtered by pattern, and return a list. + * + * Files are filtered out if they don't match the string in `pattern`, which + * may contain wildcard characters '\*' (match everything) and '?' (match one + * character). If pattern is NULL, no filtering is done and all results are + * returned. Subdirectories are permitted, and are specified with a path + * separator of '/'. Wildcard characters '\*' and '?' never match a path + * separator. + * + * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching + * case-insensitive. + * + * The returned array is always NULL-terminated, for your iterating + * convenience, but if `count` is non-NULL, on return it will contain the + * number of items in the array, not counting the NULL terminator. + * + * \param path the path of the directory to enumerate. + * \param pattern the pattern that files in the directory must match. Can be + * NULL. + * \param flags `SDL_GLOB_*` bitflags that affect this search. + * \param count on return, will be set to the number of items in the returned + * array. Can be NULL. + * \returns an array of strings on success or NULL on failure; call + * SDL_GetError() for more information. This is a single allocation + * that should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count); + +/** + * Get what the system believes is the "current working directory." + * + * For systems without a concept of a current working directory, this will + * still attempt to provide something reasonable. + * + * SDL does not provide a means to _change_ the current working directory; for + * platforms without this concept, this would cause surprises with file access + * outside of SDL. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * \returns a UTF-8 string of the current working directory in + * platform-dependent notation. NULL if there's a problem. This + * should be freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_filesystem_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_gamepad.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_gamepad.h new file mode 100644 index 0000000..99f8b65 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_gamepad.h @@ -0,0 +1,1509 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryGamepad + * + * SDL provides a low-level joystick API, which just treats joysticks as an + * arbitrary pile of buttons, axes, and hat switches. If you're planning to + * write your own control configuration screen, this can give you a lot of + * flexibility, but that's a lot of work, and most things that we consider + * "joysticks" now are actually console-style gamepads. So SDL provides the + * gamepad API on top of the lower-level joystick functionality. + * + * The difference between a joystick and a gamepad is that a gamepad tells you + * _where_ a button or axis is on the device. You don't speak to gamepads in + * terms of arbitrary numbers like "button 3" or "axis 2" but in standard + * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or + * X/O/Square/Triangle, if you will). + * + * One turns a joystick into a gamepad by providing a magic configuration + * string, which tells SDL the details of a specific device: when you see this + * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, + * etc. + * + * SDL has many popular controllers configured out of the box, and users can + * add their own controller details through an environment variable if it's + * otherwise unknown to SDL. + * + * In order to use these functions, SDL_Init() must have been called with the + * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and + * load appropriate drivers. + * + * If you would like to receive gamepad updates while the application is in + * the background, you should set the following hint before calling + * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS + * + * Gamepads support various optional features such as rumble, color LEDs, + * touchpad, gyro, etc. The support for these features varies depending on the + * controller and OS support available. You can check for LED and rumble + * capabilities at runtime by calling SDL_GetGamepadProperties() and checking + * the various capability properties. You can check for touchpad by calling + * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by + * calling SDL_GamepadHasSensor(). + * + * By default SDL will try to use the most capable driver available, but you + * can tune which OS drivers to use with the various joystick hints in + * SDL_hints.h. + * + * Your application should always support gamepad hotplugging. On some + * platforms like Xbox, Steam Deck, etc., this is a requirement for + * certification. On other platforms, like macOS and Windows when using + * Windows.Gaming.Input, controllers may not be available at startup and will + * come in at some point after you've started processing events. + */ + +#ifndef SDL_gamepad_h_ +#define SDL_gamepad_h_ + +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The structure used to identify an SDL gamepad + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Gamepad SDL_Gamepad; + +/** + * Standard gamepad types. + * + * This type does not necessarily map to first-party controllers from + * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report + * as these, either because they were designed for a specific console, or they + * simply most closely match that console's controllers (does it have A/B/X/Y + * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). + */ +typedef enum SDL_GamepadType +{ + SDL_GAMEPAD_TYPE_UNKNOWN = 0, + SDL_GAMEPAD_TYPE_STANDARD, + SDL_GAMEPAD_TYPE_XBOX360, + SDL_GAMEPAD_TYPE_XBOXONE, + SDL_GAMEPAD_TYPE_PS3, + SDL_GAMEPAD_TYPE_PS4, + SDL_GAMEPAD_TYPE_PS5, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, + SDL_GAMEPAD_TYPE_COUNT +} SDL_GamepadType; + +/** + * The list of buttons available on a gamepad + * + * For controllers that use a diamond pattern for the face buttons, the + * south/east/west/north buttons below correspond to the locations in the + * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo + * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this + * would be Cross/Circle/Square/Triangle. + * + * For controllers that don't use a diamond pattern for the face buttons, the + * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or + * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, + * secondary, etc. buttons. + * + * The activate action is often the south button and the cancel action is + * often the east button, but in some regions this is reversed, so your game + * should allow remapping actions based on user preferences. + * + * You can query the labels for the face buttons using + * SDL_GetGamepadButtonLabel() + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadButton +{ + SDL_GAMEPAD_BUTTON_INVALID = -1, + SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ + SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ + SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ + SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ + SDL_GAMEPAD_BUTTON_BACK, + SDL_GAMEPAD_BUTTON_GUIDE, + SDL_GAMEPAD_BUTTON_START, + SDL_GAMEPAD_BUTTON_LEFT_STICK, + SDL_GAMEPAD_BUTTON_RIGHT_STICK, + SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, + SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, + SDL_GAMEPAD_BUTTON_DPAD_UP, + SDL_GAMEPAD_BUTTON_DPAD_DOWN, + SDL_GAMEPAD_BUTTON_DPAD_LEFT, + SDL_GAMEPAD_BUTTON_DPAD_RIGHT, + SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ + SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */ + SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */ + SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */ + SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */ + SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ + SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ + SDL_GAMEPAD_BUTTON_COUNT +} SDL_GamepadButton; + +/** + * The set of gamepad button labels + * + * This isn't a complete set, just the face buttons to make it easy to show + * button prompts. + * + * For a complete set, you should look at the button and gamepad type and have + * a set of symbols that work well with your art style. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadButtonLabel +{ + SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, + SDL_GAMEPAD_BUTTON_LABEL_A, + SDL_GAMEPAD_BUTTON_LABEL_B, + SDL_GAMEPAD_BUTTON_LABEL_X, + SDL_GAMEPAD_BUTTON_LABEL_Y, + SDL_GAMEPAD_BUTTON_LABEL_CROSS, + SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, + SDL_GAMEPAD_BUTTON_LABEL_SQUARE, + SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE +} SDL_GamepadButtonLabel; + +/** + * The list of axes available on a gamepad + * + * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to + * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though + * advanced UI will allow users to set or autodetect the dead zone, which + * varies between gamepads. + * + * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully + * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the + * same range that will be reported by the lower-level SDL_GetJoystickAxis(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadAxis +{ + SDL_GAMEPAD_AXIS_INVALID = -1, + SDL_GAMEPAD_AXIS_LEFTX, + SDL_GAMEPAD_AXIS_LEFTY, + SDL_GAMEPAD_AXIS_RIGHTX, + SDL_GAMEPAD_AXIS_RIGHTY, + SDL_GAMEPAD_AXIS_LEFT_TRIGGER, + SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, + SDL_GAMEPAD_AXIS_COUNT +} SDL_GamepadAxis; + +/** + * Types of gamepad control bindings. + * + * A gamepad is a collection of bindings that map arbitrary joystick buttons, + * axes and hat switches to specific positions on a generic console-style + * gamepad. This enum is used as part of SDL_GamepadBinding to specify those + * mappings. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadBindingType +{ + SDL_GAMEPAD_BINDTYPE_NONE = 0, + SDL_GAMEPAD_BINDTYPE_BUTTON, + SDL_GAMEPAD_BINDTYPE_AXIS, + SDL_GAMEPAD_BINDTYPE_HAT +} SDL_GamepadBindingType; + +/** + * A mapping between one joystick input to a gamepad control. + * + * A gamepad has a collection of several bindings, to say, for example, when + * joystick button number 5 is pressed, that should be treated like the + * gamepad's "start" button. + * + * SDL has these bindings built-in for many popular controllers, and can add + * more with a simple text string. Those strings are parsed into a collection + * of these structs to make it easier to operate on the data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadBindings + */ +typedef struct SDL_GamepadBinding +{ + SDL_GamepadBindingType input_type; + union + { + int button; + + struct + { + int axis; + int axis_min; + int axis_max; + } axis; + + struct + { + int hat; + int hat_mask; + } hat; + + } input; + + SDL_GamepadBindingType output_type; + union + { + SDL_GamepadButton button; + + struct + { + SDL_GamepadAxis axis; + int axis_min; + int axis_max; + } axis; + + } output; +} SDL_GamepadBinding; + + +/** + * Add support for gamepads that SDL is unaware of or change the binding of an + * existing gamepad. + * + * The mapping string has the format "GUID,name,mapping", where GUID is the + * string value from SDL_GUIDToString(), name is the human readable string for + * the device and mappings are gamepad mappings to joystick ones. Under + * Windows there is a reserved GUID of "xinput" that covers all XInput + * devices. The mapping format for joystick is: + * + * - `bX`: a joystick button, index X + * - `hX.Y`: hat X with value Y + * - `aX`: axis X of the joystick + * + * Buttons can be used as a gamepad axes and vice versa. + * + * If a device with this GUID is already plugged in, SDL will generate an + * SDL_EVENT_GAMEPAD_ADDED event. + * + * This string shows an example of a valid mapping for a gamepad: + * + * ```c + * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" + * ``` + * + * \param mapping the mapping string. + * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, + * -1 on failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMappingsFromFile + * \sa SDL_AddGamepadMappingsFromIO + * \sa SDL_GetGamepadMapping + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_HINT_GAMECONTROLLERCONFIG + * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE + * \sa SDL_EVENT_GAMEPAD_ADDED + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); + +/** + * Load a set of gamepad mappings from an SDL_IOStream. + * + * You can call this function several times, if needed, to load different + * database files. + * + * If a new mapping is loaded for an already known gamepad GUID, the later + * version will overwrite the one currently loaded. + * + * Any new mappings for already plugged in controllers will generate + * SDL_EVENT_GAMEPAD_ADDED events. + * + * Mappings not belonging to the current platform or with no platform field + * specified will be ignored (i.e. mappings for Linux will be ignored in + * Windows, etc). + * + * This function will load the text database entirely in memory before + * processing it, so take this into consideration if you are in a memory + * constrained environment. + * + * \param src the data stream for the mappings to be added. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns the number of mappings added or -1 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_AddGamepadMappingsFromFile + * \sa SDL_GetGamepadMapping + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_HINT_GAMECONTROLLERCONFIG + * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE + * \sa SDL_EVENT_GAMEPAD_ADDED + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); + +/** + * Load a set of gamepad mappings from a file. + * + * You can call this function several times, if needed, to load different + * database files. + * + * If a new mapping is loaded for an already known gamepad GUID, the later + * version will overwrite the one currently loaded. + * + * Any new mappings for already plugged in controllers will generate + * SDL_EVENT_GAMEPAD_ADDED events. + * + * Mappings not belonging to the current platform or with no platform field + * specified will be ignored (i.e. mappings for Linux will be ignored in + * Windows, etc). + * + * \param file the mappings file to load. + * \returns the number of mappings added or -1 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_AddGamepadMappingsFromIO + * \sa SDL_GetGamepadMapping + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_HINT_GAMECONTROLLERCONFIG + * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE + * \sa SDL_EVENT_GAMEPAD_ADDED + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); + +/** + * Reinitialize the SDL mapping database to its initial state. + * + * This will generate gamepad events as needed if device mappings change. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); + +/** + * Get the current gamepad mappings. + * + * \param count a pointer filled in with the number of mappings returned, can + * be NULL. + * \returns an array of the mapping strings, NULL-terminated, or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); + +/** + * Get the gamepad mapping string for a given GUID. + * + * \param guid a structure containing the GUID for which a mapping is desired. + * \returns a mapping string or NULL on failure; call SDL_GetError() for more + * information. This should be freed with SDL_free() when it is no + * longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUIDForID + * \sa SDL_GetJoystickGUID + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); + +/** + * Get the current mapping of a gamepad. + * + * Details about mappings are discussed with SDL_AddGamepadMapping(). + * + * \param gamepad the gamepad you want to get the current mapping for. + * \returns a string that has the gamepad's mapping or NULL if no mapping is + * available; call SDL_GetError() for more information. This should + * be freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_GetGamepadMappingForID + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_SetGamepadMapping + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); + +/** + * Set the current mapping of a joystick or gamepad. + * + * Details about mappings are discussed with SDL_AddGamepadMapping(). + * + * \param instance_id the joystick instance ID. + * \param mapping the mapping to use for this device, or NULL to clear the + * mapping. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_GetGamepadMapping + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); + +/** + * Return whether a gamepad is currently connected. + * + * \returns true if a gamepad is connected, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); + +/** + * Get a list of currently connected gamepads. + * + * \param count a pointer filled in with the number of gamepads returned, may + * be NULL. + * \returns a 0 terminated array of joystick instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasGamepad + * \sa SDL_OpenGamepad + */ +extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); + +/** + * Check if the given joystick is supported by the gamepad interface. + * + * \param instance_id the joystick instance ID. + * \returns true if the given joystick is supported by the gamepad interface, + * false if it isn't or it's an invalid index. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoysticks + * \sa SDL_OpenGamepad + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); + +/** + * Get the implementation dependent name of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the name of the selected gamepad. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadName + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); + +/** + * Get the implementation dependent path of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the path of the selected gamepad. If no path can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPath + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); + +/** + * Get the player index of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the player index of a gamepad, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPlayerIndex + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); + +/** + * Get the implementation-dependent GUID of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the GUID of the selected gamepad. If called on an invalid index, + * this function returns a zero GUID. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GUIDToString + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); + +/** + * Get the USB vendor ID of a gamepad, if available. + * + * This can be called before any gamepads are opened. If the vendor ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB vendor ID of the selected gamepad. If called on an invalid + * index, this function returns zero. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadVendor + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); + +/** + * Get the USB product ID of a gamepad, if available. + * + * This can be called before any gamepads are opened. If the product ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB product ID of the selected gamepad. If called on an + * invalid index, this function returns zero. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProduct + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); + +/** + * Get the product version of a gamepad, if available. + * + * This can be called before any gamepads are opened. If the product version + * isn't available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the product version of the selected gamepad. If called on an + * invalid index, this function returns zero. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProductVersion + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); + +/** + * Get the type of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the gamepad type. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadType + * \sa SDL_GetGamepads + * \sa SDL_GetRealGamepadTypeForID + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); + +/** + * Get the type of a gamepad, ignoring any mapping override. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the gamepad type. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTypeForID + * \sa SDL_GetGamepads + * \sa SDL_GetRealGamepadType + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); + +/** + * Get the mapping of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the mapping string. Returns NULL if no mapping is available. This + * should be freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepads + * \sa SDL_GetGamepadMapping + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); + +/** + * Open a gamepad for use. + * + * \param instance_id the joystick instance ID. + * \returns a gamepad identifier or NULL if an error occurred; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseGamepad + * \sa SDL_IsGamepad + */ +extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); + +/** + * Get the SDL_Gamepad associated with a joystick instance ID, if it has been + * opened. + * + * \param instance_id the joystick instance ID of the gamepad. + * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); + +/** + * Get the SDL_Gamepad associated with a player index. + * + * \param player_index the player index, which different from the instance ID. + * \returns the SDL_Gamepad associated with a player index. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPlayerIndex + * \sa SDL_SetGamepadPlayerIndex + */ +extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); + +/** + * Get the properties associated with an opened gamepad. + * + * These properties are shared with the underlying joystick object. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED + * that has adjustable brightness + * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED + * that has adjustable color + * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a + * player LED + * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has + * left/right rumble + * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has + * simple trigger rumble + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); + +#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN + +/** + * Get the instance ID of an opened gamepad. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns the instance ID of the specified gamepad on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); + +/** + * Get the implementation-dependent name for an opened gamepad. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns the implementation dependent name for the gamepad, or NULL if + * there is no name or the identifier passed is invalid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadNameForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); + +/** + * Get the implementation-dependent path for an opened gamepad. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns the implementation dependent path for the gamepad, or NULL if + * there is no path or the identifier passed is invalid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPathForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); + +/** + * Get the type of an opened gamepad. + * + * \param gamepad the gamepad object to query. + * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not + * available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTypeForID + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); + +/** + * Get the type of an opened gamepad, ignoring any mapping override. + * + * \param gamepad the gamepad object to query. + * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not + * available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRealGamepadTypeForID + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); + +/** + * Get the player index of an opened gamepad. + * + * For XInput gamepads this returns the XInput user index. + * + * \param gamepad the gamepad object to query. + * \returns the player index for gamepad, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetGamepadPlayerIndex + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); + +/** + * Set the player index of an opened gamepad. + * + * \param gamepad the gamepad object to adjust. + * \param player_index player index to assign to this gamepad, or -1 to clear + * the player index and turn off player LEDs. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPlayerIndex + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); + +/** + * Get the USB vendor ID of an opened gamepad, if available. + * + * If the vendor ID isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the USB vendor ID, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadVendorForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); + +/** + * Get the USB product ID of an opened gamepad, if available. + * + * If the product ID isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the USB product ID, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProductForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); + +/** + * Get the product version of an opened gamepad, if available. + * + * If the product version isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the USB product version, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProductVersionForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); + +/** + * Get the firmware version of an opened gamepad, if available. + * + * If the firmware version isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the gamepad firmware version, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); + +/** + * Get the serial number of an opened gamepad, if available. + * + * Returns the serial number of the gamepad, or NULL if it is not available. + * + * \param gamepad the gamepad object to query. + * \returns the serial number, or NULL if unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); + +/** + * Get the Steam Input handle of an opened gamepad, if available. + * + * Returns an InputHandle_t for the gamepad that can be used with Steam Input + * API: https://partner.steamgames.com/doc/api/ISteamInput + * + * \param gamepad the gamepad object to query. + * \returns the gamepad handle, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); + +/** + * Get the connection state of a gamepad. + * + * \param gamepad the gamepad object to query. + * \returns the connection state on success or + * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); + +/** + * Get the battery state of a gamepad. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * \param gamepad the gamepad object to query. + * \param percent a pointer filled in with the percentage of battery life + * left, between 0 and 100, or NULL to ignore. This will be + * filled in with -1 we can't determine a value or there is no + * battery. + * \returns the current battery state. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); + +/** + * Check if a gamepad has been opened and is currently connected. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns true if the gamepad has been opened and is currently connected, or + * false if not. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); + +/** + * Get the underlying joystick from a gamepad. + * + * This function will give you a SDL_Joystick object, which allows you to use + * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful + * for getting a joystick's position at any given time, even if it hasn't + * moved (moving it would produce an event, which would have the axis' value). + * + * The pointer returned is owned by the SDL_Gamepad. You should not call + * SDL_CloseJoystick() on it, for example, since doing so will likely cause + * SDL to crash. + * + * \param gamepad the gamepad object that you want to get a joystick from. + * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); + +/** + * Set the state of gamepad event processing. + * + * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself + * and check the state of the gamepad when you want gamepad information. + * + * \param enabled whether to process gamepad events or not. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadEventsEnabled + * \sa SDL_UpdateGamepads + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); + +/** + * Query the state of gamepad event processing. + * + * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself + * and check the state of the gamepad when you want gamepad information. + * + * \returns true if gamepad events are being processed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetGamepadEventsEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); + +/** + * Get the SDL joystick layer bindings for a gamepad. + * + * \param gamepad a gamepad. + * \param count a pointer filled in with the number of bindings returned. + * \returns a NULL terminated array of pointers to bindings or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); + +/** + * Manually pump gamepad updates if not using the loop. + * + * This function is called automatically by the event loop if events are + * enabled. Under such circumstances, it will not be necessary to call this + * function. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); + +/** + * Convert a string into SDL_GamepadType enum. + * + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. + * + * \param str string representing a SDL_GamepadType type. + * \returns the SDL_GamepadType enum corresponding to the input string, or + * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadStringForType + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); + +/** + * Convert from an SDL_GamepadType enum to a string. + * + * \param type an enum value for a given SDL_GamepadType. + * \returns a string for the given type, or NULL if an invalid type is + * specified. The string returned is of the format used by + * SDL_Gamepad mapping strings. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTypeFromString + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); + +/** + * Convert a string into SDL_GamepadAxis enum. + * + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. + * + * Note specially that "righttrigger" and "lefttrigger" map to + * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, + * respectively. + * + * \param str string representing a SDL_Gamepad axis. + * \returns the SDL_GamepadAxis enum corresponding to the input string, or + * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadStringForAxis + */ +extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); + +/** + * Convert from an SDL_GamepadAxis enum to a string. + * + * \param axis an enum value for a given SDL_GamepadAxis. + * \returns a string for the given axis, or NULL if an invalid axis is + * specified. The string returned is of the format used by + * SDL_Gamepad mapping strings. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadAxisFromString + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); + +/** + * Query whether a gamepad has a given axis. + * + * This merely reports whether the gamepad's mapping defined this axis, as + * that is all the information SDL has about the physical device. + * + * \param gamepad a gamepad. + * \param axis an axis enum value (an SDL_GamepadAxis value). + * \returns true if the gamepad has this axis, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasButton + * \sa SDL_GetGamepadAxis + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); + +/** + * Get the current state of an axis control on a gamepad. + * + * The axis indices start at index 0. + * + * For thumbsticks, the state is a value ranging from -32768 (up/left) to + * 32767 (down/right). + * + * Triggers range from 0 when released to 32767 when fully pressed, and never + * return a negative value. Note that this differs from the value reported by + * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. + * + * \param gamepad a gamepad. + * \param axis an axis index (one of the SDL_GamepadAxis values). + * \returns axis state (including 0) on success or 0 (also) on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasAxis + * \sa SDL_GetGamepadButton + */ +extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); + +/** + * Convert a string into an SDL_GamepadButton enum. + * + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. + * + * \param str string representing a SDL_Gamepad axis. + * \returns the SDL_GamepadButton enum corresponding to the input string, or + * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadStringForButton + */ +extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); + +/** + * Convert from an SDL_GamepadButton enum to a string. + * + * \param button an enum value for a given SDL_GamepadButton. + * \returns a string for the given button, or NULL if an invalid button is + * specified. The string returned is of the format used by + * SDL_Gamepad mapping strings. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadButtonFromString + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); + +/** + * Query whether a gamepad has a given button. + * + * This merely reports whether the gamepad's mapping defined this button, as + * that is all the information SDL has about the physical device. + * + * \param gamepad a gamepad. + * \param button a button enum value (an SDL_GamepadButton value). + * \returns true if the gamepad has this button, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasAxis + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Get the current state of a button on a gamepad. + * + * \param gamepad a gamepad. + * \param button a button index (one of the SDL_GamepadButton values). + * \returns true if the button is pressed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasButton + * \sa SDL_GetGamepadAxis + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Get the label of a button on a gamepad. + * + * \param type the type of gamepad to check. + * \param button a button index (one of the SDL_GamepadButton values). + * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadButtonLabel + */ +extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); + +/** + * Get the label of a button on a gamepad. + * + * \param gamepad a gamepad. + * \param button a button index (one of the SDL_GamepadButton values). + * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadButtonLabelForType + */ +extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Get the number of touchpads on a gamepad. + * + * \param gamepad a gamepad. + * \returns number of touchpads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumGamepadTouchpadFingers + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); + +/** + * Get the number of supported simultaneous fingers on a touchpad on a game + * gamepad. + * + * \param gamepad a gamepad. + * \param touchpad a touchpad. + * \returns number of supported simultaneous fingers. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTouchpadFinger + * \sa SDL_GetNumGamepadTouchpads + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); + +/** + * Get the current state of a finger on a touchpad on a gamepad. + * + * \param gamepad a gamepad. + * \param touchpad a touchpad. + * \param finger a finger. + * \param down a pointer filled with true if the finger is down, false + * otherwise, may be NULL. + * \param x a pointer filled with the x position, normalized 0 to 1, with the + * origin in the upper left, may be NULL. + * \param y a pointer filled with the y position, normalized 0 to 1, with the + * origin in the upper left, may be NULL. + * \param pressure a pointer filled with pressure value, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumGamepadTouchpadFingers + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); + +/** + * Return whether a gamepad has a particular sensor. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \returns true if the sensor exists, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadSensorData + * \sa SDL_GetGamepadSensorDataRate + * \sa SDL_SetGamepadSensorEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); + +/** + * Set whether data reporting for a gamepad sensor is enabled. + * + * \param gamepad the gamepad to update. + * \param type the type of sensor to enable/disable. + * \param enabled whether data reporting should be enabled. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasSensor + * \sa SDL_GamepadSensorEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); + +/** + * Query whether sensor data reporting is enabled for a gamepad. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \returns true if the sensor is enabled, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetGamepadSensorEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); + +/** + * Get the data rate (number of events per second) of a gamepad sensor. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \returns the data rate, or 0.0f if the data rate is not available. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); + +/** + * Get the current state of a gamepad sensor. + * + * The number of values and interpretation of the data is sensor dependent. + * See SDL_sensor.h for the details for each type of sensor. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \param data a pointer filled with the current sensor state. + * \param num_values the number of values to write to data. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); + +/** + * Start a rumble effect on a gamepad. + * + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param gamepad the gamepad to vibrate. + * \param low_frequency_rumble the intensity of the low frequency (left) + * rumble motor, from 0 to 0xFFFF. + * \param high_frequency_rumble the intensity of the high frequency (right) + * rumble motor, from 0 to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + +/** + * Start a rumble effect in the gamepad's triggers. + * + * Each call to this function cancels any previous trigger rumble effect, and + * calling it with 0 intensity stops any rumbling. + * + * Note that this is rumbling of the _triggers_ and not the gamepad as a + * whole. This is currently only supported on Xbox One gamepads. If you want + * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param gamepad the gamepad to vibrate. + * \param left_rumble the intensity of the left trigger rumble motor, from 0 + * to 0xFFFF. + * \param right_rumble the intensity of the right trigger rumble motor, from 0 + * to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RumbleGamepad + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); + +/** + * Update a gamepad's LED color. + * + * An example of a joystick LED is the light on the back of a PlayStation 4's + * DualShock 4 controller. + * + * For gamepads with a single color LED, the maximum of the RGB values will be + * used as the LED brightness. + * + * \param gamepad the gamepad to update. + * \param red the intensity of the red LED. + * \param green the intensity of the green LED. + * \param blue the intensity of the blue LED. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); + +/** + * Send a gamepad specific effect packet. + * + * \param gamepad the gamepad to affect. + * \param data the data to send to the gamepad. + * \param size the size of the data to send to the gamepad. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); + +/** + * Close a gamepad previously opened with SDL_OpenGamepad(). + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenGamepad + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); + +/** + * Return the sfSymbolsName for a given button on a gamepad on Apple + * platforms. + * + * \param gamepad the gamepad to query. + * \param button a button on the gamepad. + * \returns the sfSymbolsName or NULL if the name can't be found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. + * + * \param gamepad the gamepad to query. + * \param axis an axis on the gamepad. + * \returns the sfSymbolsName or NULL if the name can't be found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadAppleSFSymbolsNameForButton + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_gamepad_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_gpu.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_gpu.h new file mode 100644 index 0000000..ffddb80 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_gpu.h @@ -0,0 +1,4213 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: GPU */ + +/** + * # CategoryGPU + * + * The GPU API offers a cross-platform way for apps to talk to modern graphics + * hardware. It offers both 3D graphics and compute support, in the style of + * Metal, Vulkan, and Direct3D 12. + * + * A basic workflow might be something like this: + * + * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to + * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you + * can render offscreen entirely, perhaps for image processing, and not use a + * window at all. + * + * Next, the app prepares static data (things that are created once and used + * over and over). For example: + * + * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). + * - Vertex buffers (arrays of geometry data) and other rendering data: use + * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer(). + * - Textures (images): use SDL_CreateGPUTexture() and + * SDL_UploadToGPUTexture(). + * - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). + * - Render pipelines (precalculated rendering state): use + * SDL_CreateGPUGraphicsPipeline() + * + * To render, the app creates one or more command buffers, with + * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering + * instructions that will be submitted to the GPU in batch. Complex scenes can + * use multiple command buffers, maybe configured across multiple threads in + * parallel, as long as they are submitted in the correct order, but many apps + * will just need one command buffer per frame. + * + * Rendering can happen to a texture (what other APIs call a "render target") + * or it can happen to the swapchain texture (which is just a special texture + * that represents a window's contents). The app can use + * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window. + * + * Rendering actually happens in a Render Pass, which is encoded into a + * command buffer. One can encode multiple render passes (or alternate between + * render and compute passes) in a single command buffer, but many apps might + * simply need a single render pass in a single command buffer. Render Passes + * can render to up to four color textures and one depth texture + * simultaneously. If the set of textures being rendered to needs to change, + * the Render Pass must be ended and a new one must be begun. + * + * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for + * each draw: + * + * - SDL_BindGPUGraphicsPipeline() + * - SDL_SetGPUViewport() + * - SDL_BindGPUVertexBuffers() + * - SDL_BindGPUVertexSamplers() + * - etc + * + * Then, make the actual draw commands with these states: + * + * - SDL_DrawGPUPrimitives() + * - SDL_DrawGPUPrimitivesIndirect() + * - SDL_DrawGPUIndexedPrimitivesIndirect() + * - etc + * + * After all the drawing commands for a pass are complete, the app should call + * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is + * reset. + * + * The app can begin new Render Passes and make new draws in the same command + * buffer until the entire scene is rendered. + * + * Once all of the render commands for the scene are complete, the app calls + * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing. + * + * If the app needs to read back data from texture or buffers, the API has an + * efficient way of doing this, provided that the app is willing to tolerate + * some latency. When the app uses SDL_DownloadFromGPUTexture() or + * SDL_DownloadFromGPUBuffer(), submitting the command buffer with + * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that + * the app can poll or wait on in a thread. Once the fence indicates that the + * command buffer is done processing, it is safe to read the downloaded data. + * Make sure to call SDL_ReleaseGPUFence() when done with the fence. + * + * The API also has "compute" support. The app calls SDL_BeginGPUComputePass() + * with compute-writeable textures and/or buffers, which can be written to in + * a compute shader. Then it sets states it needs for the compute dispatches: + * + * - SDL_BindGPUComputePipeline() + * - SDL_BindGPUComputeStorageBuffers() + * - SDL_BindGPUComputeStorageTextures() + * + * Then, dispatch compute work: + * + * - SDL_DispatchGPUCompute() + * + * For advanced users, this opens up powerful GPU-driven workflows. + * + * Graphics and compute pipelines require the use of shaders, which as + * mentioned above are small programs executed on the GPU. Each backend + * (Vulkan, Metal, D3D12) requires a different shader format. When the app + * creates the GPU device, the app lets the device know which shader formats + * the app can provide. It will then select the appropriate backend depending + * on the available shader formats and the backends available on the platform. + * When creating shaders, the app must provide the correct shader format for + * the selected backend. If you would like to learn more about why the API + * works this way, there is a detailed + * [blog post](https://moonside.games/posts/layers-all-the-way-down/) + * explaining this situation. + * + * It is optimal for apps to pre-compile the shader formats they might use, + * but for ease of use SDL provides a separate project, + * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross) + * , for performing runtime shader cross-compilation. It also has a CLI + * interface for offline precompilation as well. + * + * This is an extremely quick overview that leaves out several important + * details. Already, though, one can see that GPU programming can be quite + * complex! If you just need simple 2D graphics, the + * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender) + * is much easier to use but still hardware-accelerated. That said, even for + * 2D applications the performance benefits and expressiveness of the GPU API + * are significant. + * + * The GPU API targets a feature set with a wide range of hardware support and + * ease of portability. It is designed so that the app won't have to branch + * itself by querying feature support. If you need cutting-edge features with + * limited hardware support, this API is probably not for you. + * + * Examples demonstrating proper usage of this API can be found + * [here](https://github.com/TheSpydog/SDL_gpu_examples) + * . + * + * ## Performance considerations + * + * Here are some basic tips for maximizing your rendering performance. + * + * - Beginning a new render pass is relatively expensive. Use as few render + * passes as you can. + * - Minimize the amount of state changes. For example, binding a pipeline is + * relatively cheap, but doing it hundreds of times when you don't need to + * will slow the performance significantly. + * - Perform your data uploads as early as possible in the frame. + * - Don't churn resources. Creating and releasing resources is expensive. + * It's better to create what you need up front and cache it. + * - Don't use uniform buffers for large amounts of data (more than a matrix + * or so). Use a storage buffer instead. + * - Use cycling correctly. There is a detailed explanation of cycling further + * below. + * - Use culling techniques to minimize pixel writes. The less writing the GPU + * has to do the better. Culling can be a very advanced topic but even + * simple culling techniques can boost performance significantly. + * + * In general try to remember the golden rule of performance: doing things is + * more expensive than not doing things. Don't Touch The Driver! + * + * ## FAQ + * + * **Question: When are you adding more advanced features, like ray tracing or + * mesh shaders?** + * + * Answer: We don't have immediate plans to add more bleeding-edge features, + * but we certainly might in the future, when these features prove worthwhile, + * and reasonable to implement across several platforms and underlying APIs. + * So while these things are not in the "never" category, they are definitely + * not "near future" items either. + * + * **Question: Why is my shader not working?** + * + * Answer: A common oversight when using shaders is not properly laying out + * the shader resources/registers correctly. The GPU API is very strict with + * how it wants resources to be laid out and it's difficult for the API to + * automatically validate shaders to see if they have a compatible layout. See + * the documentation for SDL_CreateGPUShader() and + * SDL_CreateGPUComputePipeline() for information on the expected layout. + * + * Another common issue is not setting the correct number of samplers, + * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader + * reflection to extract the required information from the shader + * automatically instead of manually filling in the struct's values. + * + * **Question: My application isn't performing very well. Is this the GPU + * API's fault?** + * + * Answer: No. Long answer: The GPU API is a relatively thin layer over the + * underlying graphics API. While it's possible that we have done something + * inefficiently, it's very unlikely especially if you are relatively + * inexperienced with GPU rendering. Please see the performance tips above and + * make sure you are following them. Additionally, tools like RenderDoc can be + * very helpful for diagnosing incorrect behavior and performance issues. + * + * ## System Requirements + * + * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain + * Android devices. Requires Vulkan 1.0 with the following extensions and + * device features: + * + * - `VK_KHR_swapchain` + * - `VK_KHR_maintenance1` + * - `independentBlend` + * - `imageCubeArray` + * - `depthClamp` + * - `shaderClipDistance` + * - `drawIndirectFirstInstance` + * + * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox + * Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level + * 11_1. + * + * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware + * requirements vary by operating system: + * + * - macOS requires an Apple Silicon or + * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc) + * GPU + * - iOS/tvOS requires an A9 GPU or newer + * - iOS Simulator and tvOS Simulator are unsupported + * + * ## Uniform Data + * + * Uniforms are for passing data to shaders. The uniform data will be constant + * across all executions of the shader. + * + * There are 4 available uniform slots per shader stage (where the stages are + * vertex, fragment, and compute). Uniform data pushed to a slot on a stage + * keeps its value throughout the command buffer until you call the relevant + * Push function on that slot again. + * + * For example, you could write your vertex shaders to read a camera matrix + * from uniform binding slot 0, push the camera matrix at the start of the + * command buffer, and that data will be used for every subsequent draw call. + * + * It is valid to push uniform data during a render or compute pass. + * + * Uniforms are best for pushing small amounts of data. If you are pushing + * more than a matrix or two per call you should consider using a storage + * buffer instead. + * + * ## A Note On Cycling + * + * When using a command buffer, operations do not occur immediately - they + * occur some time after the command buffer is submitted. + * + * When a resource is used in a pending or active command buffer, it is + * considered to be "bound". When a resource is no longer used in any pending + * or active command buffers, it is considered to be "unbound". + * + * If data resources are bound, it is unspecified when that data will be + * unbound unless you acquire a fence when submitting the command buffer and + * wait on it. However, this doesn't mean you need to track resource usage + * manually. + * + * All of the functions and structs that involve writing to a resource have a + * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all + * effectively function as ring buffers on internal resources. When cycle is + * true, if the resource is bound, the cycle rotates to the next unbound + * internal resource, or if none are available, a new one is created. This + * means you don't have to worry about complex state tracking and + * synchronization as long as cycling is correctly employed. + * + * For example: you can call SDL_MapGPUTransferBuffer(), write texture data, + * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next + * time you write texture data to the transfer buffer, if you set the cycle + * param to true, you don't have to worry about overwriting any data that is + * not yet uploaded. + * + * Another example: If you are using a texture in a render pass every frame, + * this can cause a data dependency between frames. If you set cycle to true + * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency. + * + * Cycling will never undefine already bound data. When cycling, all data in + * the resource is considered to be undefined for subsequent commands until + * that data is written again. You must take care not to read undefined data. + * + * Note that when cycling a texture, the entire texture will be cycled, even + * if only part of the texture is used in the call, so you must consider the + * entire texture to contain undefined data after cycling. + * + * You must also take care not to overwrite a section of data that has been + * referenced in a command without cycling first. It is OK to overwrite + * unreferenced data in a bound resource without cycling, but overwriting a + * section of data that has already been referenced will produce unexpected + * results. + */ + +#ifndef SDL_gpu_h_ +#define SDL_gpu_h_ + +#include +#include +#include +#include +#include +#include + +#include +#ifdef __cplusplus +extern "C" { +#endif /* __cplusplus */ + +/* Type Declarations */ + +/** + * An opaque handle representing the SDL_GPU context. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GPUDevice SDL_GPUDevice; + +/** + * An opaque handle representing a buffer. + * + * Used for vertices, indices, indirect draw commands, and general compute + * data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_CopyGPUBufferToBuffer + * \sa SDL_BindGPUVertexBuffers + * \sa SDL_BindGPUIndexBuffer + * \sa SDL_BindGPUVertexStorageBuffers + * \sa SDL_BindGPUFragmentStorageBuffers + * \sa SDL_DrawGPUPrimitivesIndirect + * \sa SDL_DrawGPUIndexedPrimitivesIndirect + * \sa SDL_BindGPUComputeStorageBuffers + * \sa SDL_DispatchGPUComputeIndirect + * \sa SDL_ReleaseGPUBuffer + */ +typedef struct SDL_GPUBuffer SDL_GPUBuffer; + +/** + * An opaque handle representing a transfer buffer. + * + * Used for transferring data to and from the device. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTransferBuffer + * \sa SDL_MapGPUTransferBuffer + * \sa SDL_UnmapGPUTransferBuffer + * \sa SDL_UploadToGPUBuffer + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_ReleaseGPUTransferBuffer + */ +typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer; + +/** + * An opaque handle representing a texture. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_CopyGPUTextureToTexture + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUVertexStorageTextures + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_BindGPUFragmentStorageTextures + * \sa SDL_BindGPUComputeStorageTextures + * \sa SDL_GenerateMipmapsForGPUTexture + * \sa SDL_BlitGPUTexture + * \sa SDL_ReleaseGPUTexture + */ +typedef struct SDL_GPUTexture SDL_GPUTexture; + +/** + * An opaque handle representing a sampler. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_ReleaseGPUSampler + */ +typedef struct SDL_GPUSampler SDL_GPUSampler; + +/** + * An opaque handle representing a compiled shader object. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_ReleaseGPUShader + */ +typedef struct SDL_GPUShader SDL_GPUShader; + +/** + * An opaque handle representing a compute pipeline. + * + * Used during compute passes. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUComputePipeline + * \sa SDL_BindGPUComputePipeline + * \sa SDL_ReleaseGPUComputePipeline + */ +typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline; + +/** + * An opaque handle representing a graphics pipeline. + * + * Used during render passes. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_BindGPUGraphicsPipeline + * \sa SDL_ReleaseGPUGraphicsPipeline + */ +typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline; + +/** + * An opaque handle representing a command buffer. + * + * Most state is managed via command buffers. When setting state using a + * command buffer, that state is local to the command buffer. + * + * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is + * called. Once the command buffer is submitted, it is no longer valid to use + * it. + * + * Command buffers are executed in submission order. If you submit command + * buffer A and then command buffer B all commands in A will begin executing + * before any command in B begins executing. + * + * In multi-threading scenarios, you should only access a command buffer on + * the thread you acquired it from. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer; + +/** + * An opaque handle representing a render pass. + * + * This handle is transient and should not be held or referenced after + * SDL_EndGPURenderPass is called. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + * \sa SDL_EndGPURenderPass + */ +typedef struct SDL_GPURenderPass SDL_GPURenderPass; + +/** + * An opaque handle representing a compute pass. + * + * This handle is transient and should not be held or referenced after + * SDL_EndGPUComputePass is called. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUComputePass + * \sa SDL_EndGPUComputePass + */ +typedef struct SDL_GPUComputePass SDL_GPUComputePass; + +/** + * An opaque handle representing a copy pass. + * + * This handle is transient and should not be held or referenced after + * SDL_EndGPUCopyPass is called. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUCopyPass + * \sa SDL_EndGPUCopyPass + */ +typedef struct SDL_GPUCopyPass SDL_GPUCopyPass; + +/** + * An opaque handle representing a fence. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_QueryGPUFence + * \sa SDL_WaitForGPUFences + * \sa SDL_ReleaseGPUFence + */ +typedef struct SDL_GPUFence SDL_GPUFence; + +/** + * Specifies the primitive topology of a graphics pipeline. + * + * If you are using POINTLIST you must include a point size output in the + * vertex shader. + * + * - For HLSL compiling to SPIRV you must decorate a float output with + * [[vk::builtin("PointSize")]]. + * - For GLSL you must set the gl_PointSize builtin. + * - For MSL you must include a float output with the [[point_size]] + * decorator. + * + * Note that sized point topology is totally unsupported on D3D12. Any size + * other than 1 will be ignored. In general, you should avoid using point + * topology for both compatibility and performance reasons. You WILL regret + * using it. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUPrimitiveType +{ + SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */ + SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */ + SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */ + SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */ + SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */ +} SDL_GPUPrimitiveType; + +/** + * Specifies how the contents of a texture attached to a render pass are + * treated at the beginning of the render pass. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef enum SDL_GPULoadOp +{ + SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */ + SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */ + SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */ +} SDL_GPULoadOp; + +/** + * Specifies how the contents of a texture attached to a render pass are + * treated at the end of the render pass. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef enum SDL_GPUStoreOp +{ + SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */ + SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */ + SDL_GPU_STOREOP_RESOLVE, /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */ + SDL_GPU_STOREOP_RESOLVE_AND_STORE /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */ +} SDL_GPUStoreOp; + +/** + * Specifies the size of elements in an index buffer. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUIndexElementSize +{ + SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */ + SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */ +} SDL_GPUIndexElementSize; + +/** + * Specifies the pixel format of a texture. + * + * Texture format support varies depending on driver, hardware, and usage + * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if + * a format is supported before using it. However, there are a few guaranteed + * formats. + * + * FIXME: Check universal support for 32-bit component formats FIXME: Check + * universal support for SIMULTANEOUS_READ_WRITE + * + * For SAMPLER usage, the following formats are universally supported: + * + * - R8G8B8A8_UNORM + * - B8G8R8A8_UNORM + * - R8_UNORM + * - R8_SNORM + * - R8G8_UNORM + * - R8G8_SNORM + * - R8G8B8A8_SNORM + * - R16_FLOAT + * - R16G16_FLOAT + * - R16G16B16A16_FLOAT + * - R32_FLOAT + * - R32G32_FLOAT + * - R32G32B32A32_FLOAT + * - R11G11B10_UFLOAT + * - R8G8B8A8_UNORM_SRGB + * - B8G8R8A8_UNORM_SRGB + * - D16_UNORM + * + * For COLOR_TARGET usage, the following formats are universally supported: + * + * - R8G8B8A8_UNORM + * - B8G8R8A8_UNORM + * - R8_UNORM + * - R16_FLOAT + * - R16G16_FLOAT + * - R16G16B16A16_FLOAT + * - R32_FLOAT + * - R32G32_FLOAT + * - R32G32B32A32_FLOAT + * - R8_UINT + * - R8G8_UINT + * - R8G8B8A8_UINT + * - R16_UINT + * - R16G16_UINT + * - R16G16B16A16_UINT + * - R8_INT + * - R8G8_INT + * - R8G8B8A8_INT + * - R16_INT + * - R16G16_INT + * - R16G16B16A16_INT + * - R8G8B8A8_UNORM_SRGB + * - B8G8R8A8_UNORM_SRGB + * + * For STORAGE usages, the following formats are universally supported: + * + * - R8G8B8A8_UNORM + * - R8G8B8A8_SNORM + * - R16G16B16A16_FLOAT + * - R32_FLOAT + * - R32G32_FLOAT + * - R32G32B32A32_FLOAT + * - R8G8B8A8_UINT + * - R16G16B16A16_UINT + * - R8G8B8A8_INT + * - R16G16B16A16_INT + * + * For DEPTH_STENCIL_TARGET usage, the following formats are universally + * supported: + * + * - D16_UNORM + * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT + * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT + * + * Unless D16_UNORM is sufficient for your purposes, always check which of + * D24/D32 is supported before creating a depth-stencil texture! + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_GPUTextureSupportsFormat + */ +typedef enum SDL_GPUTextureFormat +{ + SDL_GPU_TEXTUREFORMAT_INVALID, + + /* Unsigned Normalized Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_A8_UNORM, + SDL_GPU_TEXTUREFORMAT_R8_UNORM, + SDL_GPU_TEXTUREFORMAT_R8G8_UNORM, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, + SDL_GPU_TEXTUREFORMAT_R16_UNORM, + SDL_GPU_TEXTUREFORMAT_R16G16_UNORM, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM, + SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, + SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM, + SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM, + SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM, + SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, + /* Compressed Unsigned Normalized Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM, + SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM, + SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM, + SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM, + SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM, + SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM, + /* Compressed Signed Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT, + /* Compressed Unsigned Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT, + /* Signed Normalized Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8_SNORM, + SDL_GPU_TEXTUREFORMAT_R8G8_SNORM, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM, + SDL_GPU_TEXTUREFORMAT_R16_SNORM, + SDL_GPU_TEXTUREFORMAT_R16G16_SNORM, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM, + /* Signed Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_R16_FLOAT, + SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, + SDL_GPU_TEXTUREFORMAT_R32_FLOAT, + SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT, + SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT, + /* Unsigned Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT, + /* Unsigned Integer Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8_UINT, + SDL_GPU_TEXTUREFORMAT_R8G8_UINT, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT, + SDL_GPU_TEXTUREFORMAT_R16_UINT, + SDL_GPU_TEXTUREFORMAT_R16G16_UINT, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT, + SDL_GPU_TEXTUREFORMAT_R32_UINT, + SDL_GPU_TEXTUREFORMAT_R32G32_UINT, + SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT, + /* Signed Integer Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8_INT, + SDL_GPU_TEXTUREFORMAT_R8G8_INT, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT, + SDL_GPU_TEXTUREFORMAT_R16_INT, + SDL_GPU_TEXTUREFORMAT_R16G16_INT, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT, + SDL_GPU_TEXTUREFORMAT_R32_INT, + SDL_GPU_TEXTUREFORMAT_R32G32_INT, + SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT, + /* SRGB Unsigned Normalized Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, + /* Compressed SRGB Unsigned Normalized Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB, + /* Depth Formats */ + SDL_GPU_TEXTUREFORMAT_D16_UNORM, + SDL_GPU_TEXTUREFORMAT_D24_UNORM, + SDL_GPU_TEXTUREFORMAT_D32_FLOAT, + SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT, + SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT, + /* Compressed ASTC Normalized Float Color Formats*/ + SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM, + /* Compressed SRGB ASTC Normalized Float Color Formats*/ + SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB, + /* Compressed ASTC Signed Float Color Formats*/ + SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT +} SDL_GPUTextureFormat; + +/** + * Specifies how a texture is intended to be used by the client. + * + * A texture must have at least one usage flag. Note that some usage flag + * combinations are invalid. + * + * With regards to compute storage usage, READ | WRITE means that you can have + * shader A that only writes into the texture and shader B that only reads + * from the texture and bind the same texture to either shader respectively. + * SIMULTANEOUS means that you can do reads and writes within the same shader + * or compute pass. It also implies that atomic ops can be used, since those + * are read-modify-write operations. If you use SIMULTANEOUS, you are + * responsible for avoiding data races, as there is no data synchronization + * within a compute pass. Note that SIMULTANEOUS usage is only supported by a + * limited number of texture formats. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + */ +typedef Uint32 SDL_GPUTextureUsageFlags; + +#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */ +#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */ +#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */ +#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */ + +/** + * Specifies the type of a texture. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + */ +typedef enum SDL_GPUTextureType +{ + SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */ + SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */ + SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */ + SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */ + SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */ +} SDL_GPUTextureType; + +/** + * Specifies the sample count of a texture. + * + * Used in multisampling. Note that this value only applies when the texture + * is used as a render target. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_GPUTextureSupportsSampleCount + */ +typedef enum SDL_GPUSampleCount +{ + SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */ + SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */ + SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */ + SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */ +} SDL_GPUSampleCount; + + +/** + * Specifies the face of a cube map. + * + * Can be passed in as the layer field in texture-related structs. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GPUCubeMapFace +{ + SDL_GPU_CUBEMAPFACE_POSITIVEX, + SDL_GPU_CUBEMAPFACE_NEGATIVEX, + SDL_GPU_CUBEMAPFACE_POSITIVEY, + SDL_GPU_CUBEMAPFACE_NEGATIVEY, + SDL_GPU_CUBEMAPFACE_POSITIVEZ, + SDL_GPU_CUBEMAPFACE_NEGATIVEZ +} SDL_GPUCubeMapFace; + +/** + * Specifies how a buffer is intended to be used by the client. + * + * A buffer must have at least one usage flag. Note that some usage flag + * combinations are invalid. + * + * Unlike textures, READ | WRITE can be used for simultaneous read-write + * usage. The same data synchronization concerns as textures apply. + * + * If you use a STORAGE flag, the data in the buffer must respect std140 + * layout conventions. In practical terms this means you must ensure that vec3 + * and vec4 fields are 16-byte aligned. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + */ +typedef Uint32 SDL_GPUBufferUsageFlags; + +#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */ +#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */ +#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */ +#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */ +#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */ +#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */ + +/** + * Specifies how a transfer buffer is intended to be used by the client. + * + * Note that mapping and copying FROM an upload transfer buffer or TO a + * download transfer buffer is undefined behavior. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTransferBuffer + */ +typedef enum SDL_GPUTransferBufferUsage +{ + SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, + SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD +} SDL_GPUTransferBufferUsage; + +/** + * Specifies which stage a shader program corresponds to. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +typedef enum SDL_GPUShaderStage +{ + SDL_GPU_SHADERSTAGE_VERTEX, + SDL_GPU_SHADERSTAGE_FRAGMENT +} SDL_GPUShaderStage; + +/** + * Specifies the format of shader code. + * + * Each format corresponds to a specific backend that accepts it. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +typedef Uint32 SDL_GPUShaderFormat; + +#define SDL_GPU_SHADERFORMAT_INVALID 0 +#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */ +#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */ +#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */ +#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */ +#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */ +#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */ + +/** + * Specifies the format of a vertex attribute. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUVertexElementFormat +{ + SDL_GPU_VERTEXELEMENTFORMAT_INVALID, + + /* 32-bit Signed Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_INT, + SDL_GPU_VERTEXELEMENTFORMAT_INT2, + SDL_GPU_VERTEXELEMENTFORMAT_INT3, + SDL_GPU_VERTEXELEMENTFORMAT_INT4, + + /* 32-bit Unsigned Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_UINT, + SDL_GPU_VERTEXELEMENTFORMAT_UINT2, + SDL_GPU_VERTEXELEMENTFORMAT_UINT3, + SDL_GPU_VERTEXELEMENTFORMAT_UINT4, + + /* 32-bit Floats */ + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT, + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, + + /* 8-bit Signed Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_BYTE2, + SDL_GPU_VERTEXELEMENTFORMAT_BYTE4, + + /* 8-bit Unsigned Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2, + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4, + + /* 8-bit Signed Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM, + + /* 8-bit Unsigned Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM, + + /* 16-bit Signed Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_SHORT2, + SDL_GPU_VERTEXELEMENTFORMAT_SHORT4, + + /* 16-bit Unsigned Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_USHORT2, + SDL_GPU_VERTEXELEMENTFORMAT_USHORT4, + + /* 16-bit Signed Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM, + + /* 16-bit Unsigned Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM, + + /* 16-bit Floats */ + SDL_GPU_VERTEXELEMENTFORMAT_HALF2, + SDL_GPU_VERTEXELEMENTFORMAT_HALF4 +} SDL_GPUVertexElementFormat; + +/** + * Specifies the rate at which vertex attributes are pulled from buffers. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUVertexInputRate +{ + SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */ + SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */ +} SDL_GPUVertexInputRate; + +/** + * Specifies the fill mode of the graphics pipeline. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUFillMode +{ + SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */ + SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */ +} SDL_GPUFillMode; + +/** + * Specifies the facing direction in which triangle faces will be culled. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUCullMode +{ + SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */ + SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */ + SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */ +} SDL_GPUCullMode; + +/** + * Specifies the vertex winding that will cause a triangle to be determined to + * be front-facing. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUFrontFace +{ + SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */ + SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */ +} SDL_GPUFrontFace; + +/** + * Specifies a comparison operator for depth, stencil and sampler operations. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUCompareOp +{ + SDL_GPU_COMPAREOP_INVALID, + SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */ + SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */ + SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */ + SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */ + SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */ + SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */ + SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */ + SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */ +} SDL_GPUCompareOp; + +/** + * Specifies what happens to a stored stencil value if stencil tests fail or + * pass. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUStencilOp +{ + SDL_GPU_STENCILOP_INVALID, + SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */ + SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */ + SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */ + SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */ + SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */ + SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */ + SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */ + SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */ +} SDL_GPUStencilOp; + +/** + * Specifies the operator to be used when pixels in a render target are + * blended with existing pixels in the texture. + * + * The source color is the value written by the fragment shader. The + * destination color is the value currently existing in the texture. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUBlendOp +{ + SDL_GPU_BLENDOP_INVALID, + SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */ + SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */ + SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */ + SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */ + SDL_GPU_BLENDOP_MAX /**< max(source, destination) */ +} SDL_GPUBlendOp; + +/** + * Specifies a blending factor to be used when pixels in a render target are + * blended with existing pixels in the texture. + * + * The source color is the value written by the fragment shader. The + * destination color is the value currently existing in the texture. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUBlendFactor +{ + SDL_GPU_BLENDFACTOR_INVALID, + SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */ + SDL_GPU_BLENDFACTOR_ONE, /**< 1 */ + SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */ + SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */ + SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */ + SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */ + SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */ + SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */ +} SDL_GPUBlendFactor; + +/** + * Specifies which color components are written in a graphics pipeline. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef Uint8 SDL_GPUColorComponentFlags; + +#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */ +#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */ +#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */ +#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */ + +/** + * Specifies a filter operation used by a sampler. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + */ +typedef enum SDL_GPUFilter +{ + SDL_GPU_FILTER_NEAREST, /**< Point filtering. */ + SDL_GPU_FILTER_LINEAR /**< Linear filtering. */ +} SDL_GPUFilter; + +/** + * Specifies a mipmap mode used by a sampler. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + */ +typedef enum SDL_GPUSamplerMipmapMode +{ + SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */ + SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */ +} SDL_GPUSamplerMipmapMode; + +/** + * Specifies behavior of texture sampling when the coordinates exceed the 0-1 + * range. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + */ +typedef enum SDL_GPUSamplerAddressMode +{ + SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */ + SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */ + SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */ +} SDL_GPUSamplerAddressMode; + +/** + * Specifies the timing that will be used to present swapchain textures to the + * OS. + * + * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be + * supported on certain systems. + * + * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming + * the window if you wish to change the present mode to IMMEDIATE or MAILBOX. + * + * - VSYNC: Waits for vblank before presenting. No tearing is possible. If + * there is a pending image to present, the new image is enqueued for + * presentation. Disallows tearing at the cost of visual latency. + * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may + * occur. + * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If + * there is a pending image to present, the pending image is replaced by the + * new image. Similar to VSYNC, but with reduced visual latency. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_SetGPUSwapchainParameters + * \sa SDL_WindowSupportsGPUPresentMode + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + */ +typedef enum SDL_GPUPresentMode +{ + SDL_GPU_PRESENTMODE_VSYNC, + SDL_GPU_PRESENTMODE_IMMEDIATE, + SDL_GPU_PRESENTMODE_MAILBOX +} SDL_GPUPresentMode; + +/** + * Specifies the texture format and colorspace of the swapchain textures. + * + * SDR will always be supported. Other compositions may not be supported on + * certain systems. + * + * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after + * claiming the window if you wish to change the swapchain composition from + * SDR. + * + * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding. + * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are + * stored in memory in sRGB encoding but accessed in shaders in "linear + * sRGB" encoding which is sRGB but with a linear transfer function. + * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in + * extended linear sRGB encoding and permits values outside of the [0, 1] + * range. + * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in + * BT.2020 ST2084 (PQ) encoding. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_SetGPUSwapchainParameters + * \sa SDL_WindowSupportsGPUSwapchainComposition + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + */ +typedef enum SDL_GPUSwapchainComposition +{ + SDL_GPU_SWAPCHAINCOMPOSITION_SDR, + SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, + SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR, + SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084 +} SDL_GPUSwapchainComposition; + +/* Structures */ + +/** + * A structure specifying a viewport. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_SetGPUViewport + */ +typedef struct SDL_GPUViewport +{ + float x; /**< The left offset of the viewport. */ + float y; /**< The top offset of the viewport. */ + float w; /**< The width of the viewport. */ + float h; /**< The height of the viewport. */ + float min_depth; /**< The minimum depth of the viewport. */ + float max_depth; /**< The maximum depth of the viewport. */ +} SDL_GPUViewport; + +/** + * A structure specifying parameters related to transferring data to or from a + * texture. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + */ +typedef struct SDL_GPUTextureTransferInfo +{ + SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ + Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */ + Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */ + Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */ +} SDL_GPUTextureTransferInfo; + +/** + * A structure specifying a location in a transfer buffer. + * + * Used when transferring buffer data to or from a transfer buffer. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + */ +typedef struct SDL_GPUTransferBufferLocation +{ + SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ + Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */ +} SDL_GPUTransferBufferLocation; + +/** + * A structure specifying a location in a texture. + * + * Used when copying data from one texture to another. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CopyGPUTextureToTexture + */ +typedef struct SDL_GPUTextureLocation +{ + SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ + Uint32 mip_level; /**< The mip level index of the location. */ + Uint32 layer; /**< The layer index of the location. */ + Uint32 x; /**< The left offset of the location. */ + Uint32 y; /**< The top offset of the location. */ + Uint32 z; /**< The front offset of the location. */ +} SDL_GPUTextureLocation; + +/** + * A structure specifying a region of a texture. + * + * Used when transferring data to or from a texture. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_CreateGPUTexture + */ +typedef struct SDL_GPUTextureRegion +{ + SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ + Uint32 mip_level; /**< The mip level index to transfer. */ + Uint32 layer; /**< The layer index to transfer. */ + Uint32 x; /**< The left offset of the region. */ + Uint32 y; /**< The top offset of the region. */ + Uint32 z; /**< The front offset of the region. */ + Uint32 w; /**< The width of the region. */ + Uint32 h; /**< The height of the region. */ + Uint32 d; /**< The depth of the region. */ +} SDL_GPUTextureRegion; + +/** + * A structure specifying a region of a texture used in the blit operation. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BlitGPUTexture + */ +typedef struct SDL_GPUBlitRegion +{ + SDL_GPUTexture *texture; /**< The texture. */ + Uint32 mip_level; /**< The mip level index of the region. */ + Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */ + Uint32 x; /**< The left offset of the region. */ + Uint32 y; /**< The top offset of the region. */ + Uint32 w; /**< The width of the region. */ + Uint32 h; /**< The height of the region. */ +} SDL_GPUBlitRegion; + +/** + * A structure specifying a location in a buffer. + * + * Used when copying data between buffers. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CopyGPUBufferToBuffer + */ +typedef struct SDL_GPUBufferLocation +{ + SDL_GPUBuffer *buffer; /**< The buffer. */ + Uint32 offset; /**< The starting byte within the buffer. */ +} SDL_GPUBufferLocation; + +/** + * A structure specifying a region of a buffer. + * + * Used when transferring data to or from buffers. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + */ +typedef struct SDL_GPUBufferRegion +{ + SDL_GPUBuffer *buffer; /**< The buffer. */ + Uint32 offset; /**< The starting byte within the buffer. */ + Uint32 size; /**< The size in bytes of the region. */ +} SDL_GPUBufferRegion; + +/** + * A structure specifying the parameters of an indirect draw command. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DrawGPUPrimitivesIndirect + */ +typedef struct SDL_GPUIndirectDrawCommand +{ + Uint32 num_vertices; /**< The number of vertices to draw. */ + Uint32 num_instances; /**< The number of instances to draw. */ + Uint32 first_vertex; /**< The index of the first vertex to draw. */ + Uint32 first_instance; /**< The ID of the first instance to draw. */ +} SDL_GPUIndirectDrawCommand; + +/** + * A structure specifying the parameters of an indexed indirect draw command. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DrawGPUIndexedPrimitivesIndirect + */ +typedef struct SDL_GPUIndexedIndirectDrawCommand +{ + Uint32 num_indices; /**< The number of indices to draw per instance. */ + Uint32 num_instances; /**< The number of instances to draw. */ + Uint32 first_index; /**< The base index within the index buffer. */ + Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */ + Uint32 first_instance; /**< The ID of the first instance to draw. */ +} SDL_GPUIndexedIndirectDrawCommand; + +/** + * A structure specifying the parameters of an indexed dispatch command. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DispatchGPUComputeIndirect + */ +typedef struct SDL_GPUIndirectDispatchCommand +{ + Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */ + Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */ + Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */ +} SDL_GPUIndirectDispatchCommand; + +/* State structures */ + +/** + * A structure specifying the parameters of a sampler. + * + * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias + * must be applied via shader instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + * \sa SDL_GPUFilter + * \sa SDL_GPUSamplerMipmapMode + * \sa SDL_GPUSamplerAddressMode + * \sa SDL_GPUCompareOp + */ +typedef struct SDL_GPUSamplerCreateInfo +{ + SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */ + SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */ + SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */ + SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */ + SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */ + SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */ + float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */ + float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */ + SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */ + float min_lod; /**< Clamps the minimum of the computed LOD value. */ + float max_lod; /**< Clamps the maximum of the computed LOD value. */ + bool enable_anisotropy; /**< true to enable anisotropic filtering. */ + bool enable_compare; /**< true to enable comparison against a reference value during lookups. */ + Uint8 padding1; + Uint8 padding2; + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUSamplerCreateInfo; + +/** + * A structure specifying the parameters of vertex buffers used in a graphics + * pipeline. + * + * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of + * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with + * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be + * used by the vertex buffers you pass in. + * + * Vertex attributes are linked to buffers via the buffer_slot field of + * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of + * 0, then that attribute belongs to the vertex buffer bound at slot 0. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUVertexAttribute + * \sa SDL_GPUVertexInputRate + */ +typedef struct SDL_GPUVertexBufferDescription +{ + Uint32 slot; /**< The binding slot of the vertex buffer. */ + Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */ + SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */ + Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */ +} SDL_GPUVertexBufferDescription; + +/** + * A structure specifying a vertex attribute. + * + * All vertex attribute locations provided to an SDL_GPUVertexInputState must + * be unique. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUVertexBufferDescription + * \sa SDL_GPUVertexInputState + * \sa SDL_GPUVertexElementFormat + */ +typedef struct SDL_GPUVertexAttribute +{ + Uint32 location; /**< The shader input location index. */ + Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */ + SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */ + Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */ +} SDL_GPUVertexAttribute; + +/** + * A structure specifying the parameters of a graphics pipeline vertex input + * state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + * \sa SDL_GPUVertexBufferDescription + * \sa SDL_GPUVertexAttribute + */ +typedef struct SDL_GPUVertexInputState +{ + const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */ + Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */ + const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */ + Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */ +} SDL_GPUVertexInputState; + +/** + * A structure specifying the stencil operation state of a graphics pipeline. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUDepthStencilState + */ +typedef struct SDL_GPUStencilOpState +{ + SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */ + SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */ + SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */ + SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */ +} SDL_GPUStencilOpState; + +/** + * A structure specifying the blend state of a color target. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUColorTargetDescription + */ +typedef struct SDL_GPUColorTargetBlendState +{ + SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */ + SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */ + SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */ + SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */ + SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */ + SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */ + SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */ + bool enable_blend; /**< Whether blending is enabled for the color target. */ + bool enable_color_write_mask; /**< Whether the color write mask is enabled. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPUColorTargetBlendState; + + +/** + * A structure specifying code and metadata for creating a shader object. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +typedef struct SDL_GPUShaderCreateInfo +{ + size_t code_size; /**< The size in bytes of the code pointed to. */ + const Uint8 *code; /**< A pointer to shader code. */ + const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ + SDL_GPUShaderFormat format; /**< The format of the shader code. */ + SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */ + Uint32 num_samplers; /**< The number of samplers defined in the shader. */ + Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */ + Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */ + Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUShaderCreateInfo; + +/** + * A structure specifying the parameters of a texture. + * + * Usage flags can be bitwise OR'd together for combinations of usages. Note + * that certain usage combinations are invalid, for example SAMPLER and + * GRAPHICS_STORAGE. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_GPUTextureType + * \sa SDL_GPUTextureFormat + * \sa SDL_GPUTextureUsageFlags + * \sa SDL_GPUSampleCount + */ +typedef struct SDL_GPUTextureCreateInfo +{ + SDL_GPUTextureType type; /**< The base dimensionality of the texture. */ + SDL_GPUTextureFormat format; /**< The pixel format of the texture. */ + SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */ + Uint32 width; /**< The width of the texture. */ + Uint32 height; /**< The height of the texture. */ + Uint32 layer_count_or_depth; /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */ + Uint32 num_levels; /**< The number of mip levels in the texture. */ + SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUTextureCreateInfo; + +/** + * A structure specifying the parameters of a buffer. + * + * Usage flags can be bitwise OR'd together for combinations of usages. Note + * that certain combinations are invalid, for example VERTEX and INDEX. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + * \sa SDL_GPUBufferUsageFlags + */ +typedef struct SDL_GPUBufferCreateInfo +{ + SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */ + Uint32 size; /**< The size in bytes of the buffer. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUBufferCreateInfo; + +/** + * A structure specifying the parameters of a transfer buffer. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTransferBuffer + */ +typedef struct SDL_GPUTransferBufferCreateInfo +{ + SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */ + Uint32 size; /**< The size in bytes of the transfer buffer. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUTransferBufferCreateInfo; + +/* Pipeline state structures */ + +/** + * A structure specifying the parameters of the graphics pipeline rasterizer + * state. + * + * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices. + * For those devices, the fill mode will automatically fall back to FILL. + * + * Also note that the D3D12 driver will enable depth clamping even if + * enable_depth_clip is true. If you need this clamp+clip behavior, consider + * enabling depth clip and then manually clamping depth in your fragment + * shaders on Metal and Vulkan. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + */ +typedef struct SDL_GPURasterizerState +{ + SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */ + SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */ + SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */ + float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */ + float depth_bias_clamp; /**< The maximum depth bias of a fragment. */ + float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */ + bool enable_depth_bias; /**< true to bias fragment depth values. */ + bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPURasterizerState; + +/** + * A structure specifying the parameters of the graphics pipeline multisample + * state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + */ +typedef struct SDL_GPUMultisampleState +{ + SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */ + Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */ + bool enable_mask; /**< Reserved for future use. Must be set to false. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUMultisampleState; + +/** + * A structure specifying the parameters of the graphics pipeline depth + * stencil state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + */ +typedef struct SDL_GPUDepthStencilState +{ + SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */ + SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */ + SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */ + Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */ + Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */ + bool enable_depth_test; /**< true enables the depth test. */ + bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */ + bool enable_stencil_test; /**< true enables the stencil test. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUDepthStencilState; + +/** + * A structure specifying the parameters of color targets used in a graphics + * pipeline. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineTargetInfo + */ +typedef struct SDL_GPUColorTargetDescription +{ + SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */ + SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */ +} SDL_GPUColorTargetDescription; + +/** + * A structure specifying the descriptions of render targets used in a + * graphics pipeline. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + * \sa SDL_GPUColorTargetDescription + * \sa SDL_GPUTextureFormat + */ +typedef struct SDL_GPUGraphicsPipelineTargetInfo +{ + const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */ + Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */ + SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */ + bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUGraphicsPipelineTargetInfo; + +/** + * A structure specifying the parameters of a graphics pipeline state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_GPUShader + * \sa SDL_GPUVertexInputState + * \sa SDL_GPUPrimitiveType + * \sa SDL_GPURasterizerState + * \sa SDL_GPUMultisampleState + * \sa SDL_GPUDepthStencilState + * \sa SDL_GPUGraphicsPipelineTargetInfo + */ +typedef struct SDL_GPUGraphicsPipelineCreateInfo +{ + SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */ + SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */ + SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */ + SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */ + SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */ + SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */ + SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */ + SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUGraphicsPipelineCreateInfo; + +/** + * A structure specifying the parameters of a compute pipeline state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUComputePipeline + * \sa SDL_GPUShaderFormat + */ +typedef struct SDL_GPUComputePipelineCreateInfo +{ + size_t code_size; /**< The size in bytes of the compute shader code pointed to. */ + const Uint8 *code; /**< A pointer to compute shader code. */ + const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ + SDL_GPUShaderFormat format; /**< The format of the compute shader code. */ + Uint32 num_samplers; /**< The number of samplers defined in the shader. */ + Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */ + Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */ + Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */ + Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */ + Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ + Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */ + Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */ + Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUComputePipelineCreateInfo; + +/** + * A structure specifying the parameters of a color target used by a render + * pass. + * + * The load_op field determines what is done with the texture at the beginning + * of the render pass. + * + * - LOAD: Loads the data currently in the texture. Not recommended for + * multisample textures as it requires significant memory bandwidth. + * - CLEAR: Clears the texture to a single color. + * - DONT_CARE: The driver will do whatever it wants with the texture memory. + * This is a good option if you know that every single pixel will be touched + * in the render pass. + * + * The store_op field determines what is done with the color results of the + * render pass. + * + * - STORE: Stores the results of the render pass in the texture. Not + * recommended for multisample textures as it requires significant memory + * bandwidth. + * - DONT_CARE: The driver will do whatever it wants with the texture memory. + * This is often a good option for depth/stencil textures. + * - RESOLVE: Resolves a multisample texture into resolve_texture, which must + * have a sample count of 1. Then the driver may discard the multisample + * texture memory. This is the most performant method of resolving a + * multisample target. + * - RESOLVE_AND_STORE: Resolves a multisample texture into the + * resolve_texture, which must have a sample count of 1. Then the driver + * stores the multisample texture's contents. Not recommended as it requires + * significant memory bandwidth. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef struct SDL_GPUColorTargetInfo +{ + SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */ + Uint32 mip_level; /**< The mip level to use as a color target. */ + Uint32 layer_or_depth_plane; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */ + SDL_FColor clear_color; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */ + SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */ + SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */ + SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */ + Uint32 resolve_mip_level; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */ + Uint32 resolve_layer; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */ + bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */ + bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPUColorTargetInfo; + +/** + * A structure specifying the parameters of a depth-stencil target used by a + * render pass. + * + * The load_op field determines what is done with the depth contents of the + * texture at the beginning of the render pass. + * + * - LOAD: Loads the depth values currently in the texture. + * - CLEAR: Clears the texture to a single depth. + * - DONT_CARE: The driver will do whatever it wants with the memory. This is + * a good option if you know that every single pixel will be touched in the + * render pass. + * + * The store_op field determines what is done with the depth results of the + * render pass. + * + * - STORE: Stores the depth results in the texture. + * - DONT_CARE: The driver will do whatever it wants with the depth results. + * This is often a good option for depth/stencil textures that don't need to + * be reused again. + * + * The stencil_load_op field determines what is done with the stencil contents + * of the texture at the beginning of the render pass. + * + * - LOAD: Loads the stencil values currently in the texture. + * - CLEAR: Clears the stencil values to a single value. + * - DONT_CARE: The driver will do whatever it wants with the memory. This is + * a good option if you know that every single pixel will be touched in the + * render pass. + * + * The stencil_store_op field determines what is done with the stencil results + * of the render pass. + * + * - STORE: Stores the stencil results in the texture. + * - DONT_CARE: The driver will do whatever it wants with the stencil results. + * This is often a good option for depth/stencil textures that don't need to + * be reused again. + * + * Note that depth/stencil targets do not support multisample resolves. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef struct SDL_GPUDepthStencilTargetInfo +{ + SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */ + float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */ + SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */ + SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */ + SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */ + SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */ + bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */ + Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPUDepthStencilTargetInfo; + +/** + * A structure containing parameters for a blit command. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BlitGPUTexture + */ +typedef struct SDL_GPUBlitInfo { + SDL_GPUBlitRegion source; /**< The source region for the blit. */ + SDL_GPUBlitRegion destination; /**< The destination region for the blit. */ + SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */ + SDL_FColor clear_color; /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */ + SDL_FlipMode flip_mode; /**< The flip mode for the source region. */ + SDL_GPUFilter filter; /**< The filter mode used when blitting. */ + bool cycle; /**< true cycles the destination texture if it is already bound. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUBlitInfo; + +/* Binding structs */ + +/** + * A structure specifying parameters in a buffer binding call. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BindGPUVertexBuffers + * \sa SDL_BindGPUIndexBuffer + */ +typedef struct SDL_GPUBufferBinding +{ + SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffer. */ + Uint32 offset; /**< The starting byte of the data to bind in the buffer. */ +} SDL_GPUBufferBinding; + +/** + * A structure specifying parameters in a sampler binding call. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUFragmentSamplers + */ +typedef struct SDL_GPUTextureSamplerBinding +{ + SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */ + SDL_GPUSampler *sampler; /**< The sampler to bind. */ +} SDL_GPUTextureSamplerBinding; + +/** + * A structure specifying parameters related to binding buffers in a compute + * pass. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUComputePass + */ +typedef struct SDL_GPUStorageBufferReadWriteBinding +{ + SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */ + bool cycle; /**< true cycles the buffer if it is already bound. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUStorageBufferReadWriteBinding; + +/** + * A structure specifying parameters related to binding textures in a compute + * pass. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUComputePass + */ +typedef struct SDL_GPUStorageTextureReadWriteBinding +{ + SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */ + Uint32 mip_level; /**< The mip level index to bind. */ + Uint32 layer; /**< The layer index to bind. */ + bool cycle; /**< true cycles the texture if it is already bound. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUStorageTextureReadWriteBinding; + +/* Functions */ + +/* Device */ + +/** + * Checks for GPU runtime support. + * + * \param format_flags a bitflag indicating which shader formats the app is + * able to provide. + * \param name the preferred GPU driver, or NULL to let SDL pick the optimal + * driver. + * \returns true if supported, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats( + SDL_GPUShaderFormat format_flags, + const char *name); + +/** + * Checks for GPU runtime support. + * + * \param props the properties to use. + * \returns true if supported, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUDeviceWithProperties + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties( + SDL_PropertiesID props); + +/** + * Creates a GPU context. + * + * \param format_flags a bitflag indicating which shader formats the app is + * able to provide. + * \param debug_mode enable debug mode properties and validations. + * \param name the preferred GPU driver, or NULL to let SDL pick the optimal + * driver. + * \returns a GPU context on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGPUShaderFormats + * \sa SDL_GetGPUDeviceDriver + * \sa SDL_DestroyGPUDevice + * \sa SDL_GPUSupportsShaderFormats + */ +extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice( + SDL_GPUShaderFormat format_flags, + bool debug_mode, + const char *name); + +/** + * Creates a GPU context. + * + * These are the supported properties: + * + * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode + * properties and validations, defaults to true. + * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer + * energy efficiency over maximum GPU performance, defaults to false. + * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to + * use, if a specific one is desired. + * + * These are the current shader format properties: + * + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to + * provide shaders for an NDA platform. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to + * provide SPIR-V shaders if applicable. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to + * provide DXBC shaders if applicable + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to + * provide DXIL shaders if applicable. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to + * provide MSL shaders if applicable. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to + * provide Metal shader libraries if applicable. + * + * With the D3D12 renderer: + * + * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to + * use for all vertex semantics, default is "TEXCOORD". + * + * \param props the properties to use. + * \returns a GPU context on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGPUShaderFormats + * \sa SDL_GetGPUDeviceDriver + * \sa SDL_DestroyGPUDevice + * \sa SDL_GPUSupportsProperties + */ +extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties( + SDL_PropertiesID props); + +#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode" +#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower" +#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib" +#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" + +/** + * Destroys a GPU context previously returned by SDL_CreateGPUDevice. + * + * \param device a GPU Context to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUDevice + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device); + +/** + * Get the number of GPU drivers compiled into SDL. + * + * \returns the number of built in GPU drivers. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGPUDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void); + +/** + * Get the name of a built in GPU driver. + * + * The GPU drivers are presented in the order in which they are normally + * checked during initialization. + * + * The names of drivers are all simple, low-ASCII identifiers, like "vulkan", + * "metal" or "direct3d12". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of a GPU driver. + * \returns the name of the GPU driver with the given **index**. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumGPUDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index); + +/** + * Returns the name of the backend used to create this GPU context. + + * \param device a GPU context to query. + * \returns the name of the device's driver, or NULL on error. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device); + +/** + * Returns the supported shader formats for this GPU context. + * + * \param device a GPU context to query. + * \returns a bitflag indicating which shader formats the driver is able to + * consume. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device); + +/* State Creation */ + +/** + * Creates a pipeline object to be used in a compute workflow. + * + * Shader resource bindings must be authored to follow a particular order + * depending on the shader format. + * + * For SPIR-V shaders, use the following resource sets: + * + * - 0: Sampled textures, followed by read-only storage textures, followed by + * read-only storage buffers + * - 1: Read-write storage textures, followed by read-write storage buffers + * - 2: Uniform buffers + * + * For DXBC and DXIL shaders, use the following register order: + * + * - (t[n], space0): Sampled textures, followed by read-only storage textures, + * followed by read-only storage buffers + * - (u[n], space1): Read-write storage textures, followed by read-write + * storage buffers + * - (b[n], space2): Uniform buffers + * + * For MSL/metallib, use the following order: + * + * - [[buffer]]: Uniform buffers, followed by read-only storage buffers, + * followed by read-write storage buffers + * - [[texture]]: Sampled textures, followed by read-only storage textures, + * followed by read-write storage textures + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the compute pipeline to + * create. + * \returns a compute pipeline object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindGPUComputePipeline + * \sa SDL_ReleaseGPUComputePipeline + */ +extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_CreateGPUComputePipeline( + SDL_GPUDevice *device, + const SDL_GPUComputePipelineCreateInfo *createinfo); + +#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name" + +/** + * Creates a pipeline object to be used in a graphics workflow. + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the graphics pipeline to + * create. + * \returns a graphics pipeline object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + * \sa SDL_BindGPUGraphicsPipeline + * \sa SDL_ReleaseGPUGraphicsPipeline + */ +extern SDL_DECLSPEC SDL_GPUGraphicsPipeline * SDLCALL SDL_CreateGPUGraphicsPipeline( + SDL_GPUDevice *device, + const SDL_GPUGraphicsPipelineCreateInfo *createinfo); + +#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name" + +/** + * Creates a sampler object to be used when binding textures in a graphics + * workflow. + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed + * in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the sampler to create. + * \returns a sampler object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_ReleaseGPUSampler + */ +extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler( + SDL_GPUDevice *device, + const SDL_GPUSamplerCreateInfo *createinfo); + +#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name" + +/** + * Creates a shader to be used when creating a graphics pipeline. + * + * Shader resource bindings must be authored to follow a particular order + * depending on the shader format. + * + * For SPIR-V shaders, use the following resource sets: + * + * For vertex shaders: + * + * - 0: Sampled textures, followed by storage textures, followed by storage + * buffers + * - 1: Uniform buffers + * + * For fragment shaders: + * + * - 2: Sampled textures, followed by storage textures, followed by storage + * buffers + * - 3: Uniform buffers + * + * For DXBC and DXIL shaders, use the following register order: + * + * For vertex shaders: + * + * - (t[n], space0): Sampled textures, followed by storage textures, followed + * by storage buffers + * - (s[n], space0): Samplers with indices corresponding to the sampled + * textures + * - (b[n], space1): Uniform buffers + * + * For pixel shaders: + * + * - (t[n], space2): Sampled textures, followed by storage textures, followed + * by storage buffers + * - (s[n], space2): Samplers with indices corresponding to the sampled + * textures + * - (b[n], space3): Uniform buffers + * + * For MSL/metallib, use the following order: + * + * - [[texture]]: Sampled textures, followed by storage textures + * - [[sampler]]: Samplers with indices corresponding to the sampled textures + * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0 + * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on. + * Rather than manually authoring vertex buffer indices, use the + * [[stage_in]] attribute which will automatically use the vertex input + * information from the SDL_GPUGraphicsPipeline. + * + * Shader semantics other than system-value semantics do not matter in D3D12 + * and for ease of use the SDL implementation assumes that non system-value + * semantics will all be TEXCOORD. If you are using HLSL as the shader source + * language, your vertex semantics should start at TEXCOORD0 and increment + * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic + * prefix to something other than TEXCOORD you can use + * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with + * SDL_CreateGPUDeviceWithProperties(). + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in + * debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the shader to create. + * \returns a shader object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_ReleaseGPUShader + */ +extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader( + SDL_GPUDevice *device, + const SDL_GPUShaderCreateInfo *createinfo); + +#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name" + +/** + * Creates a texture object to be used in graphics or compute workflows. + * + * The contents of this texture are undefined until data is written to the + * texture. + * + * Note that certain combinations of usage flags are invalid. For example, a + * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags. + * + * If you request a sample count higher than the hardware supports, the + * implementation will automatically fall back to the highest available sample + * count. + * + * There are optional properties that can be provided through + * SDL_GPUTextureCreateInfo's `props`. These are the supported properties: + * + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this red intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this green intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this blue intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this alpha intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only) + * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear + * the texture to a depth of this value. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12 + * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, + * clear the texture to a stencil of this value. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed + * in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the texture to create. + * \returns a texture object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUVertexStorageTextures + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_BindGPUFragmentStorageTextures + * \sa SDL_BindGPUComputeStorageTextures + * \sa SDL_BlitGPUTexture + * \sa SDL_ReleaseGPUTexture + * \sa SDL_GPUTextureSupportsFormat + */ +extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture( + SDL_GPUDevice *device, + const SDL_GPUTextureCreateInfo *createinfo); + +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil" +#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name" + +/** + * Creates a buffer object to be used in graphics or compute workflows. + * + * The contents of this buffer are undefined until data is written to the + * buffer. + * + * Note that certain combinations of usage flags are invalid. For example, a + * buffer cannot have both the VERTEX and INDEX flags. + * + * If you use a STORAGE flag, the data in the buffer must respect std140 + * layout conventions. In practical terms this means you must ensure that vec3 + * and vec4 fields are 16-byte aligned. + * + * For better understanding of underlying concepts and memory management with + * SDL GPU API, you may refer + * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/) + * . + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in + * debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the buffer to create. + * \returns a buffer object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_CopyGPUBufferToBuffer + * \sa SDL_BindGPUVertexBuffers + * \sa SDL_BindGPUIndexBuffer + * \sa SDL_BindGPUVertexStorageBuffers + * \sa SDL_BindGPUFragmentStorageBuffers + * \sa SDL_DrawGPUPrimitivesIndirect + * \sa SDL_DrawGPUIndexedPrimitivesIndirect + * \sa SDL_BindGPUComputeStorageBuffers + * \sa SDL_DispatchGPUComputeIndirect + * \sa SDL_ReleaseGPUBuffer + */ +extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer( + SDL_GPUDevice *device, + const SDL_GPUBufferCreateInfo *createinfo); + +#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name" + +/** + * Creates a transfer buffer to be used when uploading to or downloading from + * graphics resources. + * + * Download buffers can be particularly expensive to create, so it is good + * practice to reuse them if data will be downloaded regularly. + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the transfer buffer to + * create. + * \returns a transfer buffer on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_ReleaseGPUTransferBuffer + */ +extern SDL_DECLSPEC SDL_GPUTransferBuffer * SDLCALL SDL_CreateGPUTransferBuffer( + SDL_GPUDevice *device, + const SDL_GPUTransferBufferCreateInfo *createinfo); + +#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name" + +/* Debug Naming */ + +/** + * Sets an arbitrary string constant to label a buffer. + * + * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with + * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues. + * + * \param device a GPU Context. + * \param buffer a buffer to attach the name to. + * \param text a UTF-8 string constant to mark as the name of the buffer. + * + * \threadsafety This function is not thread safe, you must make sure the + * buffer is not simultaneously used by any other thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName( + SDL_GPUDevice *device, + SDL_GPUBuffer *buffer, + const char *text); + +/** + * Sets an arbitrary string constant to label a texture. + * + * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with + * SDL_CreateGPUTexture instead of this function to avoid thread safety + * issues. + * + * \param device a GPU Context. + * \param texture a texture to attach the name to. + * \param text a UTF-8 string constant to mark as the name of the texture. + * + * \threadsafety This function is not thread safe, you must make sure the + * texture is not simultaneously used by any other thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName( + SDL_GPUDevice *device, + SDL_GPUTexture *texture, + const char *text); + +/** + * Inserts an arbitrary string label into the command buffer callstream. + * + * Useful for debugging. + * + * \param command_buffer a command buffer. + * \param text a UTF-8 string constant to insert as the label. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel( + SDL_GPUCommandBuffer *command_buffer, + const char *text); + +/** + * Begins a debug group with an arbitary name. + * + * Used for denoting groups of calls when viewing the command buffer + * callstream in a graphics debugging tool. + * + * Each call to SDL_PushGPUDebugGroup must have a corresponding call to + * SDL_PopGPUDebugGroup. + * + * On some backends (e.g. Metal), pushing a debug group during a + * render/blit/compute pass will create a group that is scoped to the native + * pass rather than the command buffer. For best results, if you push a debug + * group during a pass, always pop it in the same pass. + * + * \param command_buffer a command buffer. + * \param name a UTF-8 string constant that names the group. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PopGPUDebugGroup + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup( + SDL_GPUCommandBuffer *command_buffer, + const char *name); + +/** + * Ends the most-recently pushed debug group. + * + * \param command_buffer a command buffer. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PushGPUDebugGroup + */ +extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup( + SDL_GPUCommandBuffer *command_buffer); + +/* Disposal */ + +/** + * Frees the given texture as soon as it is safe to do so. + * + * You must not reference the texture after calling this function. + * + * \param device a GPU context. + * \param texture a texture to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture( + SDL_GPUDevice *device, + SDL_GPUTexture *texture); + +/** + * Frees the given sampler as soon as it is safe to do so. + * + * You must not reference the sampler after calling this function. + * + * \param device a GPU context. + * \param sampler a sampler to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler( + SDL_GPUDevice *device, + SDL_GPUSampler *sampler); + +/** + * Frees the given buffer as soon as it is safe to do so. + * + * You must not reference the buffer after calling this function. + * + * \param device a GPU context. + * \param buffer a buffer to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer( + SDL_GPUDevice *device, + SDL_GPUBuffer *buffer); + +/** + * Frees the given transfer buffer as soon as it is safe to do so. + * + * You must not reference the transfer buffer after calling this function. + * + * \param device a GPU context. + * \param transfer_buffer a transfer buffer to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer( + SDL_GPUDevice *device, + SDL_GPUTransferBuffer *transfer_buffer); + +/** + * Frees the given compute pipeline as soon as it is safe to do so. + * + * You must not reference the compute pipeline after calling this function. + * + * \param device a GPU context. + * \param compute_pipeline a compute pipeline to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline( + SDL_GPUDevice *device, + SDL_GPUComputePipeline *compute_pipeline); + +/** + * Frees the given shader as soon as it is safe to do so. + * + * You must not reference the shader after calling this function. + * + * \param device a GPU context. + * \param shader a shader to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader( + SDL_GPUDevice *device, + SDL_GPUShader *shader); + +/** + * Frees the given graphics pipeline as soon as it is safe to do so. + * + * You must not reference the graphics pipeline after calling this function. + * + * \param device a GPU context. + * \param graphics_pipeline a graphics pipeline to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline( + SDL_GPUDevice *device, + SDL_GPUGraphicsPipeline *graphics_pipeline); + +/** + * Acquire a command buffer. + * + * This command buffer is managed by the implementation and should not be + * freed by the user. The command buffer may only be used on the thread it was + * acquired on. The command buffer should be submitted on the thread it was + * acquired on. + * + * It is valid to acquire multiple command buffers on the same thread at once. + * In fact a common design pattern is to acquire two command buffers per frame + * where one is dedicated to render and compute passes and the other is + * dedicated to copy passes and other preparatory work such as generating + * mipmaps. Interleaving commands between the two command buffers reduces the + * total amount of passes overall which improves rendering performance. + * + * \param device a GPU context. + * \returns a command buffer, or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer( + SDL_GPUDevice *device); + +/* Uniform Data */ + +/** + * Pushes data to a vertex uniform slot on the command buffer. + * + * Subsequent draw calls will use this uniform data. + * + * The data being pushed must respect std140 layout conventions. In practical + * terms this means you must ensure that vec3 and vec4 fields are 16-byte + * aligned. + * + * \param command_buffer a command buffer. + * \param slot_index the vertex uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData( + SDL_GPUCommandBuffer *command_buffer, + Uint32 slot_index, + const void *data, + Uint32 length); + +/** + * Pushes data to a fragment uniform slot on the command buffer. + * + * Subsequent draw calls will use this uniform data. + * + * The data being pushed must respect std140 layout conventions. In practical + * terms this means you must ensure that vec3 and vec4 fields are 16-byte + * aligned. + * + * \param command_buffer a command buffer. + * \param slot_index the fragment uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData( + SDL_GPUCommandBuffer *command_buffer, + Uint32 slot_index, + const void *data, + Uint32 length); + +/** + * Pushes data to a uniform slot on the command buffer. + * + * Subsequent draw calls will use this uniform data. + * + * The data being pushed must respect std140 layout conventions. In practical + * terms this means you must ensure that vec3 and vec4 fields are 16-byte + * aligned. + * + * \param command_buffer a command buffer. + * \param slot_index the uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData( + SDL_GPUCommandBuffer *command_buffer, + Uint32 slot_index, + const void *data, + Uint32 length); + +/* Graphics State */ + +/** + * Begins a render pass on a command buffer. + * + * A render pass consists of a set of texture subresources (or depth slices in + * the 3D texture case) which will be rendered to during the render pass, + * along with corresponding clear values and load/store operations. All + * operations related to graphics pipelines must take place inside of a render + * pass. A default viewport and scissor state are automatically set when this + * is called. You cannot begin another render pass, or begin a compute pass or + * copy pass until you have ended the render pass. + * + * \param command_buffer a command buffer. + * \param color_target_infos an array of texture subresources with + * corresponding clear values and load/store ops. + * \param num_color_targets the number of color targets in the + * color_target_infos array. + * \param depth_stencil_target_info a texture subresource with corresponding + * clear value and load/store ops, may be + * NULL. + * \returns a render pass handle. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EndGPURenderPass + */ +extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass( + SDL_GPUCommandBuffer *command_buffer, + const SDL_GPUColorTargetInfo *color_target_infos, + Uint32 num_color_targets, + const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info); + +/** + * Binds a graphics pipeline on a render pass to be used in rendering. + * + * A graphics pipeline must be bound before making any draw calls. + * + * \param render_pass a render pass handle. + * \param graphics_pipeline the graphics pipeline to bind. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline( + SDL_GPURenderPass *render_pass, + SDL_GPUGraphicsPipeline *graphics_pipeline); + +/** + * Sets the current viewport state on a command buffer. + * + * \param render_pass a render pass handle. + * \param viewport the viewport to set. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport( + SDL_GPURenderPass *render_pass, + const SDL_GPUViewport *viewport); + +/** + * Sets the current scissor state on a command buffer. + * + * \param render_pass a render pass handle. + * \param scissor the scissor area to set. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor( + SDL_GPURenderPass *render_pass, + const SDL_Rect *scissor); + +/** + * Sets the current blend constants on a command buffer. + * + * \param render_pass a render pass handle. + * \param blend_constants the blend constant color. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR + * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants( + SDL_GPURenderPass *render_pass, + SDL_FColor blend_constants); + +/** + * Sets the current stencil reference value on a command buffer. + * + * \param render_pass a render pass handle. + * \param reference the stencil reference value to set. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference( + SDL_GPURenderPass *render_pass, + Uint8 reference); + +/** + * Binds vertex buffers on a command buffer for use with subsequent draw + * calls. + * + * \param render_pass a render pass handle. + * \param first_slot the vertex buffer slot to begin binding from. + * \param bindings an array of SDL_GPUBufferBinding structs containing vertex + * buffers and offset values. + * \param num_bindings the number of bindings in the bindings array. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + const SDL_GPUBufferBinding *bindings, + Uint32 num_bindings); + +/** + * Binds an index buffer on a command buffer for use with subsequent draw + * calls. + * + * \param render_pass a render pass handle. + * \param binding a pointer to a struct containing an index buffer and offset. + * \param index_element_size whether the index values in the buffer are 16- or + * 32-bit. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer( + SDL_GPURenderPass *render_pass, + const SDL_GPUBufferBinding *binding, + SDL_GPUIndexElementSize index_element_size); + +/** + * Binds texture-sampler pairs for use on the vertex shader. + * + * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the vertex sampler slot to begin binding from. + * \param texture_sampler_bindings an array of texture-sampler binding + * structs. + * \param num_bindings the number of texture-sampler pairs to bind from the + * array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, + Uint32 num_bindings); + +/** + * Binds storage textures for use on the vertex shader. + * + * These textures must have been created with + * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the vertex storage texture slot to begin binding from. + * \param storage_textures an array of storage textures. + * \param num_bindings the number of storage texture to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUTexture *const *storage_textures, + Uint32 num_bindings); + +/** + * Binds storage buffers for use on the vertex shader. + * + * These buffers must have been created with + * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the vertex storage buffer slot to begin binding from. + * \param storage_buffers an array of buffers. + * \param num_bindings the number of buffers to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUBuffer *const *storage_buffers, + Uint32 num_bindings); + +/** + * Binds texture-sampler pairs for use on the fragment shader. + * + * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the fragment sampler slot to begin binding from. + * \param texture_sampler_bindings an array of texture-sampler binding + * structs. + * \param num_bindings the number of texture-sampler pairs to bind from the + * array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, + Uint32 num_bindings); + +/** + * Binds storage textures for use on the fragment shader. + * + * These textures must have been created with + * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the fragment storage texture slot to begin binding from. + * \param storage_textures an array of storage textures. + * \param num_bindings the number of storage textures to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUTexture *const *storage_textures, + Uint32 num_bindings); + +/** + * Binds storage buffers for use on the fragment shader. + * + * These buffers must have been created with + * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the fragment storage buffer slot to begin binding from. + * \param storage_buffers an array of storage buffers. + * \param num_bindings the number of storage buffers to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUBuffer *const *storage_buffers, + Uint32 num_bindings); + +/* Drawing */ + +/** + * Draws data using bound graphics state with an index buffer and instancing + * enabled. + * + * You must not call this function before binding a graphics pipeline. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \param render_pass a render pass handle. + * \param num_indices the number of indices to draw per instance. + * \param num_instances the number of instances to draw. + * \param first_index the starting index within the index buffer. + * \param vertex_offset value added to vertex index before indexing into the + * vertex buffer. + * \param first_instance the ID of the first instance to draw. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( + SDL_GPURenderPass *render_pass, + Uint32 num_indices, + Uint32 num_instances, + Uint32 first_index, + Sint32 vertex_offset, + Uint32 first_instance); + +/** + * Draws data using bound graphics state. + * + * You must not call this function before binding a graphics pipeline. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \param render_pass a render pass handle. + * \param num_vertices the number of vertices to draw. + * \param num_instances the number of instances that will be drawn. + * \param first_vertex the index of the first vertex to draw. + * \param first_instance the ID of the first instance to draw. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives( + SDL_GPURenderPass *render_pass, + Uint32 num_vertices, + Uint32 num_instances, + Uint32 first_vertex, + Uint32 first_instance); + +/** + * Draws data using bound graphics state and with draw parameters set from a + * buffer. + * + * The buffer must consist of tightly-packed draw parameter sets that each + * match the layout of SDL_GPUIndirectDrawCommand. You must not call this + * function before binding a graphics pipeline. + * + * \param render_pass a render pass handle. + * \param buffer a buffer containing draw parameters. + * \param offset the offset to start reading from the draw buffer. + * \param draw_count the number of draw parameter sets that should be read + * from the draw buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect( + SDL_GPURenderPass *render_pass, + SDL_GPUBuffer *buffer, + Uint32 offset, + Uint32 draw_count); + +/** + * Draws data using bound graphics state with an index buffer enabled and with + * draw parameters set from a buffer. + * + * The buffer must consist of tightly-packed draw parameter sets that each + * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call + * this function before binding a graphics pipeline. + * + * \param render_pass a render pass handle. + * \param buffer a buffer containing draw parameters. + * \param offset the offset to start reading from the draw buffer. + * \param draw_count the number of draw parameter sets that should be read + * from the draw buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect( + SDL_GPURenderPass *render_pass, + SDL_GPUBuffer *buffer, + Uint32 offset, + Uint32 draw_count); + +/** + * Ends the given render pass. + * + * All bound graphics state on the render pass command buffer is unset. The + * render pass handle is now invalid. + * + * \param render_pass a render pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass( + SDL_GPURenderPass *render_pass); + +/* Compute Pass */ + +/** + * Begins a compute pass on a command buffer. + * + * A compute pass is defined by a set of texture subresources and buffers that + * may be written to by compute pipelines. These textures and buffers must + * have been created with the COMPUTE_STORAGE_WRITE bit or the + * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture + * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the + * texture in the compute pass. All operations related to compute pipelines + * must take place inside of a compute pass. You must not begin another + * compute pass, or a render pass or copy pass before ending the compute pass. + * + * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT + * implicitly synchronized. This means you may cause data races by both + * reading and writing a resource region in a compute pass, or by writing + * multiple times to a resource region. If your compute work depends on + * reading the completed output from a previous dispatch, you MUST end the + * current compute pass and begin a new one before you can safely access the + * data. Otherwise you will receive unexpected results. Reading and writing a + * texture in the same compute pass is only supported by specific texture + * formats. Make sure you check the format support! + * + * \param command_buffer a command buffer. + * \param storage_texture_bindings an array of writeable storage texture + * binding structs. + * \param num_storage_texture_bindings the number of storage textures to bind + * from the array. + * \param storage_buffer_bindings an array of writeable storage buffer binding + * structs. + * \param num_storage_buffer_bindings the number of storage buffers to bind + * from the array. + * \returns a compute pass handle. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EndGPUComputePass + */ +extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass( + SDL_GPUCommandBuffer *command_buffer, + const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings, + Uint32 num_storage_texture_bindings, + const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings, + Uint32 num_storage_buffer_bindings); + +/** + * Binds a compute pipeline on a command buffer for use in compute dispatch. + * + * \param compute_pass a compute pass handle. + * \param compute_pipeline a compute pipeline to bind. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline( + SDL_GPUComputePass *compute_pass, + SDL_GPUComputePipeline *compute_pipeline); + +/** + * Binds texture-sampler pairs for use on the compute shader. + * + * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param compute_pass a compute pass handle. + * \param first_slot the compute sampler slot to begin binding from. + * \param texture_sampler_bindings an array of texture-sampler binding + * structs. + * \param num_bindings the number of texture-sampler bindings to bind from the + * array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers( + SDL_GPUComputePass *compute_pass, + Uint32 first_slot, + const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, + Uint32 num_bindings); + +/** + * Binds storage textures as readonly for use on the compute pipeline. + * + * These textures must have been created with + * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param compute_pass a compute pass handle. + * \param first_slot the compute storage texture slot to begin binding from. + * \param storage_textures an array of storage textures. + * \param num_bindings the number of storage textures to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures( + SDL_GPUComputePass *compute_pass, + Uint32 first_slot, + SDL_GPUTexture *const *storage_textures, + Uint32 num_bindings); + +/** + * Binds storage buffers as readonly for use on the compute pipeline. + * + * These buffers must have been created with + * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param compute_pass a compute pass handle. + * \param first_slot the compute storage buffer slot to begin binding from. + * \param storage_buffers an array of storage buffer binding structs. + * \param num_bindings the number of storage buffers to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers( + SDL_GPUComputePass *compute_pass, + Uint32 first_slot, + SDL_GPUBuffer *const *storage_buffers, + Uint32 num_bindings); + +/** + * Dispatches compute work. + * + * You must not call this function before binding a compute pipeline. + * + * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and + * the dispatches write to the same resource region as each other, there is no + * guarantee of which order the writes will occur. If the write order matters, + * you MUST end the compute pass and begin another one. + * + * \param compute_pass a compute pass handle. + * \param groupcount_x number of local workgroups to dispatch in the X + * dimension. + * \param groupcount_y number of local workgroups to dispatch in the Y + * dimension. + * \param groupcount_z number of local workgroups to dispatch in the Z + * dimension. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute( + SDL_GPUComputePass *compute_pass, + Uint32 groupcount_x, + Uint32 groupcount_y, + Uint32 groupcount_z); + +/** + * Dispatches compute work with parameters set from a buffer. + * + * The buffer layout should match the layout of + * SDL_GPUIndirectDispatchCommand. You must not call this function before + * binding a compute pipeline. + * + * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and + * the dispatches write to the same resource region as each other, there is no + * guarantee of which order the writes will occur. If the write order matters, + * you MUST end the compute pass and begin another one. + * + * \param compute_pass a compute pass handle. + * \param buffer a buffer containing dispatch parameters. + * \param offset the offset to start reading from the dispatch buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect( + SDL_GPUComputePass *compute_pass, + SDL_GPUBuffer *buffer, + Uint32 offset); + +/** + * Ends the current compute pass. + * + * All bound compute state on the command buffer is unset. The compute pass + * handle is now invalid. + * + * \param compute_pass a compute pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass( + SDL_GPUComputePass *compute_pass); + +/* TransferBuffer Data */ + +/** + * Maps a transfer buffer into application address space. + * + * You must unmap the transfer buffer before encoding upload commands. The + * memory is owned by the graphics driver - do NOT call SDL_free() on the + * returned pointer. + * + * \param device a GPU context. + * \param transfer_buffer a transfer buffer. + * \param cycle if true, cycles the transfer buffer if it is already bound. + * \returns the address of the mapped transfer buffer memory, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer( + SDL_GPUDevice *device, + SDL_GPUTransferBuffer *transfer_buffer, + bool cycle); + +/** + * Unmaps a previously mapped transfer buffer. + * + * \param device a GPU context. + * \param transfer_buffer a previously mapped transfer buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer( + SDL_GPUDevice *device, + SDL_GPUTransferBuffer *transfer_buffer); + +/* Copy Pass */ + +/** + * Begins a copy pass on a command buffer. + * + * All operations related to copying to or from buffers or textures take place + * inside a copy pass. You must not begin another copy pass, or a render pass + * or compute pass before ending the copy pass. + * + * \param command_buffer a command buffer. + * \returns a copy pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Uploads data from a transfer buffer to a texture. + * + * The upload occurs on the GPU timeline. You may assume that the upload has + * finished in subsequent commands. + * + * You must align the data in the transfer buffer to a multiple of the texel + * size of the texture format. + * + * \param copy_pass a copy pass handle. + * \param source the source transfer buffer with image layout information. + * \param destination the destination texture region. + * \param cycle if true, cycles the texture if the texture is bound, otherwise + * overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTextureTransferInfo *source, + const SDL_GPUTextureRegion *destination, + bool cycle); + +/** + * Uploads data from a transfer buffer to a buffer. + * + * The upload occurs on the GPU timeline. You may assume that the upload has + * finished in subsequent commands. + * + * \param copy_pass a copy pass handle. + * \param source the source transfer buffer with offset. + * \param destination the destination buffer with offset and size. + * \param cycle if true, cycles the buffer if it is already bound, otherwise + * overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTransferBufferLocation *source, + const SDL_GPUBufferRegion *destination, + bool cycle); + +/** + * Performs a texture-to-texture copy. + * + * This copy occurs on the GPU timeline. You may assume the copy has finished + * in subsequent commands. + * + * \param copy_pass a copy pass handle. + * \param source a source texture region. + * \param destination a destination texture region. + * \param w the width of the region to copy. + * \param h the height of the region to copy. + * \param d the depth of the region to copy. + * \param cycle if true, cycles the destination texture if the destination + * texture is bound, otherwise overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTextureLocation *source, + const SDL_GPUTextureLocation *destination, + Uint32 w, + Uint32 h, + Uint32 d, + bool cycle); + +/** + * Performs a buffer-to-buffer copy. + * + * This copy occurs on the GPU timeline. You may assume the copy has finished + * in subsequent commands. + * + * \param copy_pass a copy pass handle. + * \param source the buffer and offset to copy from. + * \param destination the buffer and offset to copy to. + * \param size the length of the buffer to copy. + * \param cycle if true, cycles the destination buffer if it is already bound, + * otherwise overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUBufferLocation *source, + const SDL_GPUBufferLocation *destination, + Uint32 size, + bool cycle); + +/** + * Copies data from a texture to a transfer buffer on the GPU timeline. + * + * This data is not guaranteed to be copied until the command buffer fence is + * signaled. + * + * \param copy_pass a copy pass handle. + * \param source the source texture region. + * \param destination the destination transfer buffer with image layout + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTextureRegion *source, + const SDL_GPUTextureTransferInfo *destination); + +/** + * Copies data from a buffer to a transfer buffer on the GPU timeline. + * + * This data is not guaranteed to be copied until the command buffer fence is + * signaled. + * + * \param copy_pass a copy pass handle. + * \param source the source buffer with offset and size. + * \param destination the destination transfer buffer with offset. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUBufferRegion *source, + const SDL_GPUTransferBufferLocation *destination); + +/** + * Ends the current copy pass. + * + * \param copy_pass a copy pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass( + SDL_GPUCopyPass *copy_pass); + +/** + * Generates mipmaps for the given texture. + * + * This function must not be called inside of any pass. + * + * \param command_buffer a command_buffer. + * \param texture a texture with more than 1 mip level. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture( + SDL_GPUCommandBuffer *command_buffer, + SDL_GPUTexture *texture); + +/** + * Blits from a source texture region to a destination texture region. + * + * This function must not be called inside of any pass. + * + * \param command_buffer a command buffer. + * \param info the blit info struct containing the blit parameters. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture( + SDL_GPUCommandBuffer *command_buffer, + const SDL_GPUBlitInfo *info); + +/* Submission/Presentation */ + +/** + * Determines whether a swapchain composition is supported by the window. + * + * The window must be claimed before calling this function. + * + * \param device a GPU context. + * \param window an SDL_Window. + * \param swapchain_composition the swapchain composition to check. + * \returns true if supported, false if unsupported. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition( + SDL_GPUDevice *device, + SDL_Window *window, + SDL_GPUSwapchainComposition swapchain_composition); + +/** + * Determines whether a presentation mode is supported by the window. + * + * The window must be claimed before calling this function. + * + * \param device a GPU context. + * \param window an SDL_Window. + * \param present_mode the presentation mode to check. + * \returns true if supported, false if unsupported. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode( + SDL_GPUDevice *device, + SDL_Window *window, + SDL_GPUPresentMode present_mode); + +/** + * Claims a window, creating a swapchain structure for it. + * + * This must be called before SDL_AcquireGPUSwapchainTexture is called using + * the window. You should only call this function from the thread that created + * the window. + * + * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and + * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain + * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the + * window. + * + * \param device a GPU context. + * \param window an SDL_Window. + * \returns true on success, or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_ReleaseWindowFromGPUDevice + * \sa SDL_WindowSupportsGPUPresentMode + * \sa SDL_WindowSupportsGPUSwapchainComposition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Unclaims a window, destroying its swapchain structure. + * + * \param device a GPU context. + * \param window an SDL_Window that has been claimed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Changes the swapchain parameters for the given claimed window. + * + * This function will fail if the requested present mode or swapchain + * composition are unsupported by the device. Check if the parameters are + * supported via SDL_WindowSupportsGPUPresentMode / + * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function. + * + * SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always + * supported. + * + * \param device a GPU context. + * \param window an SDL_Window that has been claimed. + * \param swapchain_composition the desired composition of the swapchain. + * \param present_mode the desired present mode for the swapchain. + * \returns true if successful, false on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WindowSupportsGPUPresentMode + * \sa SDL_WindowSupportsGPUSwapchainComposition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters( + SDL_GPUDevice *device, + SDL_Window *window, + SDL_GPUSwapchainComposition swapchain_composition, + SDL_GPUPresentMode present_mode); + +/** + * Configures the maximum allowed number of frames in flight. + * + * The default value when the device is created is 2. This means that after + * you have submitted 2 frames for presentation, if the GPU has not finished + * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the + * swapchain texture pointer with NULL, and + * SDL_WaitAndAcquireGPUSwapchainTexture() will block. + * + * Higher values increase throughput at the expense of visual latency. Lower + * values decrease visual latency at the expense of throughput. + * + * Note that calling this function will stall and flush the command queue to + * prevent synchronization issues. + * + * The minimum value of allowed frames in flight is 1, and the maximum is 3. + * + * \param device a GPU context. + * \param allowed_frames_in_flight the maximum number of frames that can be + * pending on the GPU. + * \returns true if successful, false on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight( + SDL_GPUDevice *device, + Uint32 allowed_frames_in_flight); + +/** + * Obtains the texture format of the swapchain for the given window. + * + * Note that this format can change if the swapchain parameters change. + * + * \param device a GPU context. + * \param window an SDL_Window that has been claimed. + * \returns the texture format of the swapchain. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Acquire a texture to use in presentation. + * + * When a swapchain texture is acquired on a command buffer, it will + * automatically be submitted for presentation when the command buffer is + * submitted. The swapchain texture should only be referenced by the command + * buffer used to acquire it. + * + * This function will fill the swapchain texture handle with NULL if too many + * frames are in flight. This is not an error. + * + * If you use this function, it is possible to create a situation where many + * command buffers are allocated while the rendering context waits for the GPU + * to catch up, which will cause memory usage to grow. You should use + * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing + * with timing. + * + * The swapchain texture is managed by the implementation and must not be + * freed by the user. You MUST NOT call this function from any thread other + * than the one that created the window. + * + * \param command_buffer a command buffer. + * \param window a window that has been claimed. + * \param swapchain_texture a pointer filled in with a swapchain texture + * handle. + * \param swapchain_texture_width a pointer filled in with the swapchain + * texture width, may be NULL. + * \param swapchain_texture_height a pointer filled in with the swapchain + * texture height, may be NULL. + * \returns true on success, false on error; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_CancelGPUCommandBuffer + * \sa SDL_GetWindowSizeInPixels + * \sa SDL_WaitForGPUSwapchain + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_SetGPUAllowedFramesInFlight + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture( + SDL_GPUCommandBuffer *command_buffer, + SDL_Window *window, + SDL_GPUTexture **swapchain_texture, + Uint32 *swapchain_texture_width, + Uint32 *swapchain_texture_height); + +/** + * Blocks the thread until a swapchain texture is available to be acquired. + * + * \param device a GPU context. + * \param window a window that has been claimed. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUSwapchainTexture + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_SetGPUAllowedFramesInFlight + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Blocks the thread until a swapchain texture is available to be acquired, + * and then acquires it. + * + * When a swapchain texture is acquired on a command buffer, it will + * automatically be submitted for presentation when the command buffer is + * submitted. The swapchain texture should only be referenced by the command + * buffer used to acquire it. It is an error to call + * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired. + * + * This function can fill the swapchain texture handle with NULL in certain + * cases, for example if the window is minimized. This is not an error. You + * should always make sure to check whether the pointer is NULL before + * actually using it. + * + * The swapchain texture is managed by the implementation and must not be + * freed by the user. You MUST NOT call this function from any thread other + * than the one that created the window. + * + * The swapchain texture is write-only and cannot be used as a sampler or for + * another reading operation. + * + * \param command_buffer a command buffer. + * \param window a window that has been claimed. + * \param swapchain_texture a pointer filled in with a swapchain texture + * handle. + * \param swapchain_texture_width a pointer filled in with the swapchain + * texture width, may be NULL. + * \param swapchain_texture_height a pointer filled in with the swapchain + * texture height, may be NULL. + * \returns true on success, false on error; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_AcquireGPUSwapchainTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture( + SDL_GPUCommandBuffer *command_buffer, + SDL_Window *window, + SDL_GPUTexture **swapchain_texture, + Uint32 *swapchain_texture_width, + Uint32 *swapchain_texture_height); + +/** + * Submits a command buffer so its commands can be processed on the GPU. + * + * It is invalid to use the command buffer after this is called. + * + * This must be called from the thread the command buffer was acquired on. + * + * All commands in the submission are guaranteed to begin executing before any + * command in a subsequent submission begins executing. + * + * \param command_buffer a command buffer. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_AcquireGPUSwapchainTexture + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Submits a command buffer so its commands can be processed on the GPU, and + * acquires a fence associated with the command buffer. + * + * You must release this fence when it is no longer needed or it will cause a + * leak. It is invalid to use the command buffer after this is called. + * + * This must be called from the thread the command buffer was acquired on. + * + * All commands in the submission are guaranteed to begin executing before any + * command in a subsequent submission begins executing. + * + * \param command_buffer a command buffer. + * \returns a fence associated with the command buffer, or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_AcquireGPUSwapchainTexture + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_ReleaseGPUFence + */ +extern SDL_DECLSPEC SDL_GPUFence * SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Cancels a command buffer. + * + * None of the enqueued commands are executed. + * + * It is an error to call this function after a swapchain texture has been + * acquired. + * + * This must be called from the thread the command buffer was acquired on. + * + * You must not reference the command buffer after calling this function. + * + * \param command_buffer a command buffer. + * \returns true on success, false on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_AcquireGPUSwapchainTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Blocks the thread until the GPU is completely idle. + * + * \param device a GPU context. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitForGPUFences + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle( + SDL_GPUDevice *device); + +/** + * Blocks the thread until the given fences are signaled. + * + * \param device a GPU context. + * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all + * fences to be signaled. + * \param fences an array of fences to wait on. + * \param num_fences the number of fences in the fences array. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_WaitForGPUIdle + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences( + SDL_GPUDevice *device, + bool wait_all, + SDL_GPUFence *const *fences, + Uint32 num_fences); + +/** + * Checks the status of a fence. + * + * \param device a GPU context. + * \param fence a fence. + * \returns true if the fence is signaled, false if it is not. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence( + SDL_GPUDevice *device, + SDL_GPUFence *fence); + +/** + * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence. + * + * You must not reference the fence after calling this function. + * + * \param device a GPU context. + * \param fence a fence. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence( + SDL_GPUDevice *device, + SDL_GPUFence *fence); + +/* Format Info */ + +/** + * Obtains the texel block size for a texture format. + * + * \param format the texture format you want to know the texel size of. + * \returns the texel block size of the texture format. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize( + SDL_GPUTextureFormat format); + +/** + * Determines whether a texture format is supported for a given type and + * usage. + * + * \param device a GPU context. + * \param format the texture format to check. + * \param type the type of texture (2D, 3D, Cube). + * \param usage a bitmask of all usage scenarios to check. + * \returns whether the texture format is supported for this type and usage. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat( + SDL_GPUDevice *device, + SDL_GPUTextureFormat format, + SDL_GPUTextureType type, + SDL_GPUTextureUsageFlags usage); + +/** + * Determines if a sample count for a texture format is supported. + * + * \param device a GPU context. + * \param format the texture format to check. + * \param sample_count the sample count to check. + * \returns whether the sample count is supported for this texture format. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount( + SDL_GPUDevice *device, + SDL_GPUTextureFormat format, + SDL_GPUSampleCount sample_count); + +/** + * Calculate the size in bytes of a texture format with dimensions. + * + * \param format a texture format. + * \param width width in pixels. + * \param height height in pixels. + * \param depth_or_layer_count depth for 3D textures or layer count otherwise. + * \returns the size of a texture with this format and dimensions. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize( + SDL_GPUTextureFormat format, + Uint32 width, + Uint32 height, + Uint32 depth_or_layer_count); + +#ifdef SDL_PLATFORM_GDK + +/** + * Call this to suspend GPU operation on Xbox when you receive the + * SDL_EVENT_DID_ENTER_BACKGROUND event. + * + * Do NOT call any SDL_GPU functions after calling this function! This must + * also be called before calling SDL_GDKSuspendComplete. + * + * \param device a GPU context. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + */ +extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device); + +/** + * Call this to resume GPU operation on Xbox when you receive the + * SDL_EVENT_WILL_ENTER_FOREGROUND event. + * + * When resuming, this function MUST be called before calling any other + * SDL_GPU functions. + * + * \param device a GPU context. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + */ +extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device); + +#endif /* SDL_PLATFORM_GDK */ + +#ifdef __cplusplus +} +#endif /* __cplusplus */ +#include + +#endif /* SDL_gpu_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_guid.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_guid.h new file mode 100644 index 0000000..312c42c --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_guid.h @@ -0,0 +1,106 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: GUID */ + +/** + * # CategoryGUID + * + * A GUID is a 128-bit value that represents something that is uniquely + * identifiable by this value: "globally unique." + * + * SDL provides functions to convert a GUID to/from a string. + */ + +#ifndef SDL_guid_h_ +#define SDL_guid_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An SDL_GUID is a 128-bit identifier for an input device that identifies + * that device across runs of SDL programs on the same platform. + * + * If the device is detached and then re-attached to a different port, or if + * the base system is rebooted, the device should still report the same GUID. + * + * GUIDs are as precise as possible but are not guaranteed to distinguish + * physically distinct but equivalent devices. For example, two game + * controllers from the same vendor with the same product ID and revision may + * have the same GUID. + * + * GUIDs may be platform-dependent (i.e., the same device may report different + * GUIDs on different operating systems). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GUID { + Uint8 data[16]; +} SDL_GUID; + +/* Function prototypes */ + +/** + * Get an ASCII string representation for a given SDL_GUID. + * + * \param guid the SDL_GUID you wish to convert to string. + * \param pszGUID buffer in which to write the ASCII string. + * \param cbGUID the size of pszGUID, should be at least 33 bytes. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StringToGUID + */ +extern SDL_DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID); + +/** + * Convert a GUID string into a SDL_GUID structure. + * + * Performs no error checking. If this function is given a string containing + * an invalid GUID, the function will silently succeed, but the GUID generated + * will not be useful. + * + * \param pchGUID string containing an ASCII representation of a GUID. + * \returns a SDL_GUID structure. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GUIDToString + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_StringToGUID(const char *pchGUID); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_guid_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_haptic.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_haptic.h new file mode 100644 index 0000000..a45335b --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_haptic.h @@ -0,0 +1,1441 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryHaptic + * + * The SDL haptic subsystem manages haptic (force feedback) devices. + * + * The basic usage is as follows: + * + * - Initialize the subsystem (SDL_INIT_HAPTIC). + * - Open a haptic device. + * - SDL_OpenHaptic() to open from index. + * - SDL_OpenHapticFromJoystick() to open from an existing joystick. + * - Create an effect (SDL_HapticEffect). + * - Upload the effect with SDL_CreateHapticEffect(). + * - Run the effect with SDL_RunHapticEffect(). + * - (optional) Free the effect with SDL_DestroyHapticEffect(). + * - Close the haptic device with SDL_CloseHaptic(). + * + * Simple rumble example: + * + * ```c + * SDL_Haptic *haptic = NULL; + * + * // Open the device + * SDL_HapticID *haptics = SDL_GetHaptics(NULL); + * if (haptics) { + * haptic = SDL_OpenHaptic(haptics[0]); + * SDL_free(haptics); + * } + * if (haptic == NULL) + * return; + * + * // Initialize simple rumble + * if (!SDL_InitHapticRumble(haptic)) + * return; + * + * // Play effect at 50% strength for 2 seconds + * if (!SDL_PlayHapticRumble(haptic, 0.5, 2000)) + * return; + * SDL_Delay(2000); + * + * // Clean up + * SDL_CloseHaptic(haptic); + * ``` + * + * Complete example: + * + * ```c + * bool test_haptic(SDL_Joystick *joystick) + * { + * SDL_Haptic *haptic; + * SDL_HapticEffect effect; + * int effect_id; + * + * // Open the device + * haptic = SDL_OpenHapticFromJoystick(joystick); + * if (haptic == NULL) return false; // Most likely joystick isn't haptic + * + * // See if it can do sine waves + * if ((SDL_GetHapticFeatures(haptic) & SDL_HAPTIC_SINE)==0) { + * SDL_CloseHaptic(haptic); // No sine effect + * return false; + * } + * + * // Create the effect + * SDL_memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default + * effect.type = SDL_HAPTIC_SINE; + * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates + * effect.periodic.direction.dir[0] = 18000; // Force comes from south + * effect.periodic.period = 1000; // 1000 ms + * effect.periodic.magnitude = 20000; // 20000/32767 strength + * effect.periodic.length = 5000; // 5 seconds long + * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength + * effect.periodic.fade_length = 1000; // Takes 1 second to fade away + * + * // Upload the effect + * effect_id = SDL_CreateHapticEffect(haptic, &effect); + * + * // Test the effect + * SDL_RunHapticEffect(haptic, effect_id, 1); + * SDL_Delay(5000); // Wait for the effect to finish + * + * // We destroy the effect, although closing the device also does this + * SDL_DestroyHapticEffect(haptic, effect_id); + * + * // Close the device + * SDL_CloseHaptic(haptic); + * + * return true; // Success + * } + * ``` + * + * Note that the SDL haptic subsystem is not thread-safe. + */ + + +#ifndef SDL_haptic_h_ +#define SDL_haptic_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif /* __cplusplus */ + +/* FIXME: + * + * At the moment the magnitude variables are mixed between signed/unsigned, and + * it is also not made clear that ALL of those variables expect a max of 0x7FFF. + * + * Some platforms may have higher precision than that (Linux FF, Windows XInput) + * so we should fix the inconsistency in favor of higher possible precision, + * adjusting for platforms that use different scales. + * -flibit + */ + +/** + * The haptic structure used to identify an SDL haptic. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_OpenHaptic + * \sa SDL_OpenHapticFromJoystick + * \sa SDL_CloseHaptic + */ +typedef struct SDL_Haptic SDL_Haptic; + + +/** + * \name Haptic features + * + * Different haptic features a device can have. + */ +/* @{ */ + +/** + * \name Haptic effects + */ +/* @{ */ + +/** + * Constant effect supported. + * + * Constant haptic effect. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_CONSTANT (1u<<0) + +/** + * Sine wave effect supported. + * + * Periodic haptic effect that simulates sine waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SINE (1u<<1) + +/** + * Square wave effect supported. + * + * Periodic haptic effect that simulates square waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SQUARE (1u<<2) + +/** + * Triangle wave effect supported. + * + * Periodic haptic effect that simulates triangular waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_TRIANGLE (1u<<3) + +/** + * Sawtoothup wave effect supported. + * + * Periodic haptic effect that simulates saw tooth up waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SAWTOOTHUP (1u<<4) + +/** + * Sawtoothdown wave effect supported. + * + * Periodic haptic effect that simulates saw tooth down waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) + +/** + * Ramp effect supported. + * + * Ramp haptic effect. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticRamp + */ +#define SDL_HAPTIC_RAMP (1u<<6) + +/** + * Spring effect supported - uses axes position. + * + * Condition haptic effect that simulates a spring. Effect is based on the + * axes position. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_SPRING (1u<<7) + +/** + * Damper effect supported - uses axes velocity. + * + * Condition haptic effect that simulates dampening. Effect is based on the + * axes velocity. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_DAMPER (1u<<8) + +/** + * Inertia effect supported - uses axes acceleration. + * + * Condition haptic effect that simulates inertia. Effect is based on the axes + * acceleration. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_INERTIA (1u<<9) + +/** + * Friction effect supported - uses axes movement. + * + * Condition haptic effect that simulates friction. Effect is based on the + * axes movement. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_FRICTION (1u<<10) + +/** + * Left/Right effect supported. + * + * Haptic effect for direct control over high/low frequency motors. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticLeftRight + */ +#define SDL_HAPTIC_LEFTRIGHT (1u<<11) + +/** + * Reserved for future use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_RESERVED1 (1u<<12) + +/** + * Reserved for future use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_RESERVED2 (1u<<13) + +/** + * Reserved for future use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_RESERVED3 (1u<<14) + +/** + * Custom effect is supported. + * + * User defined custom haptic effect. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_CUSTOM (1u<<15) + +/* @} *//* Haptic effects */ + +/* These last few are features the device has, not effects */ + +/** + * Device can set global gain. + * + * Device supports setting the global gain. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SetHapticGain + */ +#define SDL_HAPTIC_GAIN (1u<<16) + +/** + * Device can set autocenter. + * + * Device supports setting autocenter. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SetHapticAutocenter + */ +#define SDL_HAPTIC_AUTOCENTER (1u<<17) + +/** + * Device can be queried for effect status. + * + * Device supports querying effect status. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_GetHapticEffectStatus + */ +#define SDL_HAPTIC_STATUS (1u<<18) + +/** + * Device can be paused. + * + * Devices supports being paused. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PauseHaptic + * \sa SDL_ResumeHaptic + */ +#define SDL_HAPTIC_PAUSE (1u<<19) + + +/** + * \name Direction encodings + */ +/* @{ */ + +/** + * Uses polar coordinates for the direction. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_POLAR 0 + +/** + * Uses cartesian coordinates for the direction. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_CARTESIAN 1 + +/** + * Uses spherical coordinates for the direction. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_SPHERICAL 2 + +/** + * Use this value to play an effect on the steering wheel axis. + * + * This provides better compatibility across platforms and devices as SDL will + * guess the correct axis. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_STEERING_AXIS 3 + +/* @} *//* Direction encodings */ + +/* @} *//* Haptic features */ + +/* + * Misc defines. + */ + +/** + * Used to play a device an infinite number of times. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_RunHapticEffect + */ +#define SDL_HAPTIC_INFINITY 4294967295U + + +/** + * Structure that represents a haptic direction. + * + * This is the direction where the force comes from, instead of the direction + * in which the force is exerted. + * + * Directions can be specified by: + * + * - SDL_HAPTIC_POLAR : Specified by polar coordinates. + * - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. + * - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. + * + * Cardinal directions of the haptic device are relative to the positioning of + * the device. North is considered to be away from the user. + * + * The following diagram represents the cardinal directions: + * + * ``` + * .--. + * |__| .-------. + * |=.| |.-----.| + * |--| || || + * | | |'-----'| + * |__|~')_____(' + * [ COMPUTER ] + * + * + * North (0,-1) + * ^ + * | + * | + * (-1,0) West <----[ HAPTIC ]----> East (1,0) + * | + * | + * v + * South (0,1) + * + * + * [ USER ] + * \|||/ + * (o o) + * ---ooO-(_)-Ooo--- + * ``` + * + * If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree + * starting north and turning clockwise. SDL_HAPTIC_POLAR only uses the first + * `dir` parameter. The cardinal directions would be: + * + * - North: 0 (0 degrees) + * - East: 9000 (90 degrees) + * - South: 18000 (180 degrees) + * - West: 27000 (270 degrees) + * + * If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X + * axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses the first + * three `dir` parameters. The cardinal directions would be: + * + * - North: 0,-1, 0 + * - East: 1, 0, 0 + * - South: 0, 1, 0 + * - West: -1, 0, 0 + * + * The Z axis represents the height of the effect if supported, otherwise it's + * unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can + * use any multiple you want, only the direction matters. + * + * If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The + * first two `dir` parameters are used. The `dir` parameters are as follows + * (all values are in hundredths of degrees): + * + * - Degrees from (1, 0) rotated towards (0, 1). + * - Degrees towards (0, 0, 1) (device needs at least 3 axes). + * + * Example of force coming from the south with all encodings (force coming + * from the south means the user will have to pull the stick to counteract): + * + * ```c + * SDL_HapticDirection direction; + * + * // Cartesian directions + * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. + * direction.dir[0] = 0; // X position + * direction.dir[1] = 1; // Y position + * // Assuming the device has 2 axes, we don't need to specify third parameter. + * + * // Polar directions + * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. + * direction.dir[0] = 18000; // Polar only uses first parameter + * + * // Spherical coordinates + * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding + * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. + * ``` + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_POLAR + * \sa SDL_HAPTIC_CARTESIAN + * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS + * \sa SDL_HapticEffect + * \sa SDL_GetNumHapticAxes + */ +typedef struct SDL_HapticDirection +{ + Uint8 type; /**< The type of encoding. */ + Sint32 dir[3]; /**< The encoded direction. */ +} SDL_HapticDirection; + + +/** + * A structure containing a template for a Constant effect. + * + * This struct is exclusively for the SDL_HAPTIC_CONSTANT effect. + * + * A constant effect applies a constant force in the specified direction to + * the joystick. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_CONSTANT + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticConstant +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_CONSTANT */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Constant */ + Sint16 level; /**< Strength of the constant effect. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticConstant; + +/** + * A structure containing a template for a Periodic effect. + * + * The struct handles the following effects: + * + * - SDL_HAPTIC_SINE + * - SDL_HAPTIC_SQUARE + * - SDL_HAPTIC_TRIANGLE + * - SDL_HAPTIC_SAWTOOTHUP + * - SDL_HAPTIC_SAWTOOTHDOWN + * + * A periodic effect consists in a wave-shaped effect that repeats itself over + * time. The type determines the shape of the wave and the parameters + * determine the dimensions of the wave. + * + * Phase is given by hundredth of a degree meaning that giving the phase a + * value of 9000 will displace it 25% of its period. Here are sample values: + * + * - 0: No phase displacement. + * - 9000: Displaced 25% of its period. + * - 18000: Displaced 50% of its period. + * - 27000: Displaced 75% of its period. + * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. + * + * Examples: + * + * ``` + * SDL_HAPTIC_SINE + * __ __ __ __ + * / \ / \ / \ / + * / \__/ \__/ \__/ + * + * SDL_HAPTIC_SQUARE + * __ __ __ __ __ + * | | | | | | | | | | + * | |__| |__| |__| |__| | + * + * SDL_HAPTIC_TRIANGLE + * /\ /\ /\ /\ /\ + * / \ / \ / \ / \ / + * / \/ \/ \/ \/ + * + * SDL_HAPTIC_SAWTOOTHUP + * /| /| /| /| /| /| /| + * / | / | / | / | / | / | / | + * / |/ |/ |/ |/ |/ |/ | + * + * SDL_HAPTIC_SAWTOOTHDOWN + * \ |\ |\ |\ |\ |\ |\ | + * \ | \ | \ | \ | \ | \ | \ | + * \| \| \| \| \| \| \| + * ``` + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_SINE + * \sa SDL_HAPTIC_SQUARE + * \sa SDL_HAPTIC_TRIANGLE + * \sa SDL_HAPTIC_SAWTOOTHUP + * \sa SDL_HAPTIC_SAWTOOTHDOWN + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticPeriodic +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_SINE, SDL_HAPTIC_SQUARE + SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP or + SDL_HAPTIC_SAWTOOTHDOWN */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Periodic */ + Uint16 period; /**< Period of the wave. */ + Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */ + Sint16 offset; /**< Mean value of the wave. */ + Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticPeriodic; + +/** + * A structure containing a template for a Condition effect. + * + * The struct handles the following effects: + * + * - SDL_HAPTIC_SPRING: Effect based on axes position. + * - SDL_HAPTIC_DAMPER: Effect based on axes velocity. + * - SDL_HAPTIC_INERTIA: Effect based on axes acceleration. + * - SDL_HAPTIC_FRICTION: Effect based on axes movement. + * + * Direction is handled by condition internals instead of a direction member. + * The condition effect specific members have three parameters. The first + * refers to the X axis, the second refers to the Y axis and the third refers + * to the Z axis. The right terms refer to the positive side of the axis and + * the left terms refer to the negative side of the axis. Please refer to the + * SDL_HapticDirection diagram for which side is positive and which is + * negative. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + * \sa SDL_HAPTIC_SPRING + * \sa SDL_HAPTIC_DAMPER + * \sa SDL_HAPTIC_INERTIA + * \sa SDL_HAPTIC_FRICTION + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticCondition +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_SPRING, SDL_HAPTIC_DAMPER, + SDL_HAPTIC_INERTIA or SDL_HAPTIC_FRICTION */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Condition */ + Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */ + Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */ + Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */ + Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */ + Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */ + Sint16 center[3]; /**< Position of the dead zone. */ +} SDL_HapticCondition; + +/** + * A structure containing a template for a Ramp effect. + * + * This struct is exclusively for the SDL_HAPTIC_RAMP effect. + * + * The ramp effect starts at start strength and ends at end strength. It + * augments in linear fashion. If you use attack and fade with a ramp the + * effects get added to the ramp effect making the effect become quadratic + * instead of linear. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_RAMP + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticRamp +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_RAMP */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Ramp */ + Sint16 start; /**< Beginning strength level. */ + Sint16 end; /**< Ending strength level. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticRamp; + +/** + * A structure containing a template for a Left/Right effect. + * + * This struct is exclusively for the SDL_HAPTIC_LEFTRIGHT effect. + * + * The Left/Right effect is used to explicitly control the large and small + * motors, commonly found in modern game controllers. The small (right) motor + * is high frequency, and the large (left) motor is low frequency. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_LEFTRIGHT + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticLeftRight +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_LEFTRIGHT */ + + /* Replay */ + Uint32 length; /**< Duration of the effect in milliseconds. */ + + /* Rumble */ + Uint16 large_magnitude; /**< Control of the large controller motor. */ + Uint16 small_magnitude; /**< Control of the small controller motor. */ +} SDL_HapticLeftRight; + +/** + * A structure containing a template for the SDL_HAPTIC_CUSTOM effect. + * + * This struct is exclusively for the SDL_HAPTIC_CUSTOM effect. + * + * A custom force feedback effect is much like a periodic effect, where the + * application can define its exact shape. You will have to allocate the data + * yourself. Data should consist of channels * samples Uint16 samples. + * + * If channels is one, the effect is rotated using the defined direction. + * Otherwise it uses the samples in data for the different axes. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_CUSTOM + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticCustom +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_CUSTOM */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Custom */ + Uint8 channels; /**< Axes to use, minimum of one. */ + Uint16 period; /**< Sample periods. */ + Uint16 samples; /**< Amount of samples. */ + Uint16 *data; /**< Should contain channels*samples items. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticCustom; + +/** + * The generic template for any haptic effect. + * + * All values max at 32767 (0x7FFF). Signed values also can be negative. Time + * values unless specified otherwise are in milliseconds. + * + * You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value. + * Neither delay, interval, attack_length nor fade_length support + * SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. + * + * Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of + * SDL_HAPTIC_INFINITY. + * + * Button triggers may not be supported on all devices, it is advised to not + * use them if possible. Buttons start at index 1 instead of index 0 like the + * joystick. + * + * If both attack_length and fade_level are 0, the envelope is not used, + * otherwise both values are used. + * + * Common parts: + * + * ```c + * // Replay - All effects have this + * Uint32 length; // Duration of effect (ms). + * Uint16 delay; // Delay before starting effect. + * + * // Trigger - All effects have this + * Uint16 button; // Button that triggers effect. + * Uint16 interval; // How soon before effect can be triggered again. + * + * // Envelope - All effects except condition effects have this + * Uint16 attack_length; // Duration of the attack (ms). + * Uint16 attack_level; // Level at the start of the attack. + * Uint16 fade_length; // Duration of the fade out (ms). + * Uint16 fade_level; // Level at the end of the fade. + * ``` + * + * Here we have an example of a constant effect evolution in time: + * + * ``` + * Strength + * ^ + * | + * | effect level --> _________________ + * | / \ + * | / \ + * | / \ + * | / \ + * | attack_level --> | \ + * | | | <--- fade_level + * | + * +--------------------------------------------------> Time + * [--] [---] + * attack_length fade_length + * + * [------------------][-----------------------] + * delay length + * ``` + * + * Note either the attack_level or the fade_level may be above the actual + * effect level. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HapticConstant + * \sa SDL_HapticPeriodic + * \sa SDL_HapticCondition + * \sa SDL_HapticRamp + * \sa SDL_HapticLeftRight + * \sa SDL_HapticCustom + */ +typedef union SDL_HapticEffect +{ + /* Common for all force feedback effects */ + Uint16 type; /**< Effect type. */ + SDL_HapticConstant constant; /**< Constant effect. */ + SDL_HapticPeriodic periodic; /**< Periodic effect. */ + SDL_HapticCondition condition; /**< Condition effect. */ + SDL_HapticRamp ramp; /**< Ramp effect. */ + SDL_HapticLeftRight leftright; /**< Left/Right effect. */ + SDL_HapticCustom custom; /**< Custom effect. */ +} SDL_HapticEffect; + +/** + * This is a unique ID for a haptic device for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the haptic device is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_HapticID; + + +/* Function prototypes */ + +/** + * Get a list of currently connected haptic devices. + * + * \param count a pointer filled in with the number of haptic devices + * returned, may be NULL. + * \returns a 0 terminated array of haptic device instance IDs or NULL on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHaptic + */ +extern SDL_DECLSPEC SDL_HapticID * SDLCALL SDL_GetHaptics(int *count); + +/** + * Get the implementation dependent name of a haptic device. + * + * This can be called before any haptic devices are opened. + * + * \param instance_id the haptic device instance ID. + * \returns the name of the selected haptic device. If no name can be found, + * this function returns NULL; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticName + * \sa SDL_OpenHaptic + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetHapticNameForID(SDL_HapticID instance_id); + +/** + * Open a haptic device for use. + * + * The index passed as an argument refers to the N'th haptic device on this + * system. + * + * When opening a haptic device, its gain will be set to maximum and + * autocenter will be disabled. To modify these values use SDL_SetHapticGain() + * and SDL_SetHapticAutocenter(). + * + * \param instance_id the haptic device instance ID. + * \returns the device identifier or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseHaptic + * \sa SDL_GetHaptics + * \sa SDL_OpenHapticFromJoystick + * \sa SDL_OpenHapticFromMouse + * \sa SDL_SetHapticAutocenter + * \sa SDL_SetHapticGain + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_OpenHaptic(SDL_HapticID instance_id); + + +/** + * Get the SDL_Haptic associated with an instance ID, if it has been opened. + * + * \param instance_id the instance ID to get the SDL_Haptic for. + * \returns an SDL_Haptic on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_GetHapticFromID(SDL_HapticID instance_id); + +/** + * Get the instance ID of an opened haptic device. + * + * \param haptic the SDL_Haptic device to query. + * \returns the instance ID of the specified haptic device on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_HapticID SDLCALL SDL_GetHapticID(SDL_Haptic *haptic); + +/** + * Get the implementation dependent name of a haptic device. + * + * \param haptic the SDL_Haptic obtained from SDL_OpenJoystick(). + * \returns the name of the selected haptic device. If no name can be found, + * this function returns NULL; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticNameForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetHapticName(SDL_Haptic *haptic); + +/** + * Query whether or not the current mouse has haptic capabilities. + * + * \returns true if the mouse is haptic or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHapticFromMouse + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsMouseHaptic(void); + +/** + * Try to open a haptic device from the current mouse. + * + * \returns the haptic device identifier or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseHaptic + * \sa SDL_IsMouseHaptic + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_OpenHapticFromMouse(void); + +/** + * Query if a joystick has haptic features. + * + * \param joystick the SDL_Joystick to test for haptic capabilities. + * \returns true if the joystick is haptic or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHapticFromJoystick + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsJoystickHaptic(SDL_Joystick *joystick); + +/** + * Open a haptic device for use from a joystick device. + * + * You must still close the haptic device separately. It will not be closed + * with the joystick. + * + * When opened from a joystick you should first close the haptic device before + * closing the joystick device. If not, on some implementations the haptic + * device will also get unallocated and you'll be unable to use force feedback + * on that device. + * + * \param joystick the SDL_Joystick to create a haptic device from. + * \returns a valid haptic device identifier on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseHaptic + * \sa SDL_IsJoystickHaptic + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_OpenHapticFromJoystick(SDL_Joystick *joystick); + +/** + * Close a haptic device previously opened with SDL_OpenHaptic(). + * + * \param haptic the SDL_Haptic device to close. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHaptic + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseHaptic(SDL_Haptic *haptic); + +/** + * Get the number of effects a haptic device can store. + * + * On some platforms this isn't fully supported, and therefore is an + * approximation. Always check to see if your created effect was actually + * created and do not rely solely on SDL_GetMaxHapticEffects(). + * + * \param haptic the SDL_Haptic device to query. + * \returns the number of effects the haptic device can store or a negative + * error code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMaxHapticEffectsPlaying + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetMaxHapticEffects(SDL_Haptic *haptic); + +/** + * Get the number of effects a haptic device can play at the same time. + * + * This is not supported on all platforms, but will always return a value. + * + * \param haptic the SDL_Haptic device to query maximum playing effects. + * \returns the number of effects the haptic device can play at the same time + * or -1 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMaxHapticEffects + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetMaxHapticEffectsPlaying(SDL_Haptic *haptic); + +/** + * Get the haptic device's supported features in bitwise manner. + * + * \param haptic the SDL_Haptic device to query. + * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 + * on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HapticEffectSupported + * \sa SDL_GetMaxHapticEffects + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetHapticFeatures(SDL_Haptic *haptic); + +/** + * Get the number of haptic axes the device has. + * + * The number of haptic axes might be useful if working with the + * SDL_HapticDirection effect. + * + * \param haptic the SDL_Haptic device to query. + * \returns the number of axes on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumHapticAxes(SDL_Haptic *haptic); + +/** + * Check to see if an effect is supported by a haptic device. + * + * \param haptic the SDL_Haptic device to query. + * \param effect the desired effect to query. + * \returns true if the effect is supported or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateHapticEffect + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HapticEffectSupported(SDL_Haptic *haptic, const SDL_HapticEffect *effect); + +/** + * Create a new haptic effect on a specified device. + * + * \param haptic an SDL_Haptic device to create the effect on. + * \param effect an SDL_HapticEffect structure containing the properties of + * the effect to create. + * \returns the ID of the effect on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyHapticEffect + * \sa SDL_RunHapticEffect + * \sa SDL_UpdateHapticEffect + */ +extern SDL_DECLSPEC int SDLCALL SDL_CreateHapticEffect(SDL_Haptic *haptic, const SDL_HapticEffect *effect); + +/** + * Update the properties of an effect. + * + * Can be used dynamically, although behavior when dynamically changing + * direction may be strange. Specifically the effect may re-upload itself and + * start playing from the start. You also cannot change the type either when + * running SDL_UpdateHapticEffect(). + * + * \param haptic the SDL_Haptic device that has the effect. + * \param effect the identifier of the effect to update. + * \param data an SDL_HapticEffect structure containing the new effect + * properties to use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateHapticEffect + * \sa SDL_RunHapticEffect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateHapticEffect(SDL_Haptic *haptic, int effect, const SDL_HapticEffect *data); + +/** + * Run the haptic effect on its associated haptic device. + * + * To repeat the effect over and over indefinitely, set `iterations` to + * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make + * one instance of the effect last indefinitely (so the effect does not fade), + * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` + * instead. + * + * \param haptic the SDL_Haptic device to run the effect on. + * \param effect the ID of the haptic effect to run. + * \param iterations the number of iterations to run the effect; use + * `SDL_HAPTIC_INFINITY` to repeat forever. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticEffectStatus + * \sa SDL_StopHapticEffect + * \sa SDL_StopHapticEffects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RunHapticEffect(SDL_Haptic *haptic, int effect, Uint32 iterations); + +/** + * Stop the haptic effect on its associated haptic device. + * + * \param haptic the SDL_Haptic device to stop the effect on. + * \param effect the ID of the haptic effect to stop. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RunHapticEffect + * \sa SDL_StopHapticEffects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopHapticEffect(SDL_Haptic *haptic, int effect); + +/** + * Destroy a haptic effect on the device. + * + * This will stop the effect if it's running. Effects are automatically + * destroyed when the device is closed. + * + * \param haptic the SDL_Haptic device to destroy the effect on. + * \param effect the ID of the haptic effect to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateHapticEffect + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyHapticEffect(SDL_Haptic *haptic, int effect); + +/** + * Get the status of the current effect on the specified haptic device. + * + * Device must support the SDL_HAPTIC_STATUS feature. + * + * \param haptic the SDL_Haptic device to query for the effect status on. + * \param effect the ID of the haptic effect to query its status. + * \returns true if it is playing, false if it isn't playing or haptic status + * isn't supported. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetHapticEffectStatus(SDL_Haptic *haptic, int effect); + +/** + * Set the global gain of the specified haptic device. + * + * Device must support the SDL_HAPTIC_GAIN feature. + * + * The user may specify the maximum gain by setting the environment variable + * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to + * SDL_SetHapticGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the + * maximum. + * + * \param haptic the SDL_Haptic device to set the gain on. + * \param gain value to set the gain to, should be between 0 and 100 (0 - + * 100). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHapticGain(SDL_Haptic *haptic, int gain); + +/** + * Set the global autocenter of the device. + * + * Autocenter should be between 0 and 100. Setting it to 0 will disable + * autocentering. + * + * Device must support the SDL_HAPTIC_AUTOCENTER feature. + * + * \param haptic the SDL_Haptic device to set autocentering on. + * \param autocenter value to set autocenter to (0-100). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHapticAutocenter(SDL_Haptic *haptic, int autocenter); + +/** + * Pause a haptic device. + * + * Device must support the `SDL_HAPTIC_PAUSE` feature. Call SDL_ResumeHaptic() + * to resume playback. + * + * Do not modify the effects nor add new ones while the device is paused. That + * can cause all sorts of weird errors. + * + * \param haptic the SDL_Haptic device to pause. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResumeHaptic + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PauseHaptic(SDL_Haptic *haptic); + +/** + * Resume a haptic device. + * + * Call to unpause after SDL_PauseHaptic(). + * + * \param haptic the SDL_Haptic device to unpause. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseHaptic + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResumeHaptic(SDL_Haptic *haptic); + +/** + * Stop all the currently playing effects on a haptic device. + * + * \param haptic the SDL_Haptic device to stop. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RunHapticEffect + * \sa SDL_StopHapticEffects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopHapticEffects(SDL_Haptic *haptic); + +/** + * Check whether rumble is supported on a haptic device. + * + * \param haptic haptic device to check for rumble support. + * \returns true if the effect is supported or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InitHapticRumble + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HapticRumbleSupported(SDL_Haptic *haptic); + +/** + * Initialize a haptic device for simple rumble playback. + * + * \param haptic the haptic device to initialize for simple rumble playback. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PlayHapticRumble + * \sa SDL_StopHapticRumble + * \sa SDL_HapticRumbleSupported + */ +extern SDL_DECLSPEC bool SDLCALL SDL_InitHapticRumble(SDL_Haptic *haptic); + +/** + * Run a simple rumble effect on a haptic device. + * + * \param haptic the haptic device to play the rumble effect on. + * \param strength strength of the rumble to play as a 0-1 float value. + * \param length length of the rumble to play in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InitHapticRumble + * \sa SDL_StopHapticRumble + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PlayHapticRumble(SDL_Haptic *haptic, float strength, Uint32 length); + +/** + * Stop the simple rumble on a haptic device. + * + * \param haptic the haptic device to stop the rumble effect on. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PlayHapticRumble + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopHapticRumble(SDL_Haptic *haptic); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_haptic_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_hidapi.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_hidapi.h new file mode 100644 index 0000000..131b037 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_hidapi.h @@ -0,0 +1,552 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: HIDAPI */ + +/** + * # CategoryHIDAPI + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, and + * includes source code licensed under the following license: + * + * ``` + * HIDAPI - Multi-Platform library for + * communication with HID devices. + * + * Copyright 2009, Alan Ott, Signal 11 Software. + * All Rights Reserved. + * + * This software may be used by anyone for any reason so + * long as the copyright notice in the source files + * remains intact. + * ``` + * + * (Note that this license is the same as item three of SDL's zlib license, so + * it adds no new requirements on the user.) + * + * If you would like a version of SDL without this code, you can build SDL + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for + * example on iOS or tvOS to avoid a dependency on the CoreBluetooth + * framework. + */ + +#ifndef SDL_hidapi_h_ +#define SDL_hidapi_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque handle representing an open HID device. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_hid_device SDL_hid_device; + +/** + * HID underlying bus types. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_hid_bus_type { + /** Unknown bus type */ + SDL_HID_API_BUS_UNKNOWN = 0x00, + + /** USB bus + Specifications: + https://usb.org/hid */ + SDL_HID_API_BUS_USB = 0x01, + + /** Bluetooth or Bluetooth LE bus + Specifications: + https://www.bluetooth.com/specifications/specs/human-interface-device-profile-1-1-1/ + https://www.bluetooth.com/specifications/specs/hid-service-1-0/ + https://www.bluetooth.com/specifications/specs/hid-over-gatt-profile-1-0/ */ + SDL_HID_API_BUS_BLUETOOTH = 0x02, + + /** I2C bus + Specifications: + https://docs.microsoft.com/previous-versions/windows/hardware/design/dn642101(v=vs.85) */ + SDL_HID_API_BUS_I2C = 0x03, + + /** SPI bus + Specifications: + https://www.microsoft.com/download/details.aspx?id=103325 */ + SDL_HID_API_BUS_SPI = 0x04 + +} SDL_hid_bus_type; + +/** hidapi info structure */ + +/** + * Information about a connected HID device + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_hid_device_info +{ + /** Platform-specific device path */ + char *path; + /** Device Vendor ID */ + unsigned short vendor_id; + /** Device Product ID */ + unsigned short product_id; + /** Serial Number */ + wchar_t *serial_number; + /** Device Release Number in binary-coded decimal, + also known as Device Version Number */ + unsigned short release_number; + /** Manufacturer String */ + wchar_t *manufacturer_string; + /** Product string */ + wchar_t *product_string; + /** Usage Page for this Device/Interface + (Windows/Mac/hidraw only) */ + unsigned short usage_page; + /** Usage for this Device/Interface + (Windows/Mac/hidraw only) */ + unsigned short usage; + /** The USB interface which this logical device + represents. + + Valid only if the device is a USB HID device. + Set to -1 in all other cases. + */ + int interface_number; + + /** Additional information about the USB interface. + Valid on libusb and Android implementations. */ + int interface_class; + int interface_subclass; + int interface_protocol; + + /** Underlying bus type */ + SDL_hid_bus_type bus_type; + + /** Pointer to the next device */ + struct SDL_hid_device_info *next; + +} SDL_hid_device_info; + + +/** + * Initialize the HIDAPI library. + * + * This function initializes the HIDAPI library. Calling it is not strictly + * necessary, as it will be called automatically by SDL_hid_enumerate() and + * any of the SDL_hid_open_*() functions if it is needed. This function should + * be called at the beginning of execution however, if there is a chance of + * HIDAPI handles being opened by different threads simultaneously. + * + * Each call to this function should have a matching call to SDL_hid_exit() + * + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_exit + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_init(void); + +/** + * Finalize the HIDAPI library. + * + * This function frees all of the static data associated with HIDAPI. It + * should be called at the end of execution to avoid memory leaks. + * + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_init + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_exit(void); + +/** + * Check to see if devices may have been added or removed. + * + * Enumerating the HID devices is an expensive operation, so you can call this + * to see if there have been any system device changes since the last call to + * this function. A change in the counter returned doesn't necessarily mean + * that anything has changed, but you can call SDL_hid_enumerate() to get an + * updated device list. + * + * Calling this function for the first time may cause a thread or other system + * resource to be allocated to track device change notifications. + * + * \returns a change counter that is incremented with each potential device + * change, or 0 if device change detection isn't available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_enumerate + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); + +/** + * Enumerate the HID Devices. + * + * This function returns a linked list of all the HID devices attached to the + * system which match vendor_id and product_id. If `vendor_id` is set to 0 + * then any vendor matches. If `product_id` is set to 0 then any product + * matches. If `vendor_id` and `product_id` are both set to 0, then all HID + * devices will be returned. + * + * By default SDL will only enumerate controllers, to reduce risk of hanging + * or crashing on bad drivers, but SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS + * can be set to "0" to enumerate all HID devices. + * + * \param vendor_id the Vendor ID (VID) of the types of device to open, or 0 + * to match any vendor. + * \param product_id the Product ID (PID) of the types of device to open, or 0 + * to match any product. + * \returns a pointer to a linked list of type SDL_hid_device_info, containing + * information about the HID devices attached to the system, or NULL + * in the case of failure. Free this linked list by calling + * SDL_hid_free_enumeration(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_device_change_count + */ +extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); + +/** + * Free an enumeration linked list. + * + * This function frees a linked list created by SDL_hid_enumerate(). + * + * \param devs pointer to a list of struct_device returned from + * SDL_hid_enumerate(). + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); + +/** + * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally + * a serial number. + * + * If `serial_number` is NULL, the first device with the specified VID and PID + * is opened. + * + * \param vendor_id the Vendor ID (VID) of the device to open. + * \param product_id the Product ID (PID) of the device to open. + * \param serial_number the Serial Number of the device to open (Optionally + * NULL). + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); + +/** + * Open a HID device by its path name. + * + * The path name be determined by calling SDL_hid_enumerate(), or a + * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). + * + * \param path the path name of the device to open. + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path); + +/** + * Write an Output report to a HID device. + * + * The first byte of `data` must contain the Report ID. For devices which only + * support a single report, this must be set to 0x0. The remaining bytes + * contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_write() will always contain one more byte than the report contains. + * For example, if a hid report is 16 bytes long, 17 bytes must be passed to + * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), + * followed by the report data (16 bytes). In this example, the length passed + * in would be 17. + * + * SDL_hid_write() will send the data on the first OUT endpoint, if one + * exists. If it does not, it will send the data through the Control Endpoint + * (Endpoint 0). + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data the data to send, including the report number as the first + * byte. + * \param length the length in bytes of the data to send. + * \returns the actual number of bytes written and -1 on on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Read an Input report from a HID device with timeout. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into. + * \param length the number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \param milliseconds timeout in milliseconds or -1 for blocking wait. + * \returns the actual number of bytes read and -1 on on failure; call + * SDL_GetError() for more information. If no packet was available to + * be read within the timeout period, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); + +/** + * Read an Input report from a HID device. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into. + * \param length the number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \returns the actual number of bytes read and -1 on failure; call + * SDL_GetError() for more information. If no packet was available to + * be read and the handle is in non-blocking mode, this function + * returns 0. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Set the device handle to be non-blocking. + * + * In non-blocking mode calls to SDL_hid_read() will return immediately with a + * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() + * will wait (block) until there is data to read before returning. + * + * Nonblocking can be turned on and off at any time. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param nonblock enable or not the nonblocking reads - 1 to enable + * nonblocking - 0 to disable nonblocking. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); + +/** + * Send a Feature report to the device. + * + * Feature reports are sent over the Control endpoint as a Set_Report + * transfer. The first byte of `data` must contain the Report ID. For devices + * which only support a single report, this must be set to 0x0. The remaining + * bytes contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_send_feature_report() will always contain one more byte than the + * report contains. For example, if a hid report is 16 bytes long, 17 bytes + * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for + * devices which do not use numbered reports), followed by the report data (16 + * bytes). In this example, the length passed in would be 17. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data the data to send, including the report number as the first + * byte. + * \param length the length in bytes of the data to send, including the report + * number. + * \returns the actual number of bytes written and -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Get a feature report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length the number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Get an input report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length the number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_input_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Close a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_close(SDL_hid_device *dev); + +/** + * Get The Manufacturer String from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Product String from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Serial Number String from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get a string from a HID device, based on its string index. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string_index the index of the string to get. + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); + +/** + * Get the device info from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \returns a pointer to the SDL_hid_device_info for this hid_device or NULL + * on failure; call SDL_GetError() for more information. This struct + * is valid until the device is closed with SDL_hid_close(). + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_get_device_info(SDL_hid_device *dev); + +/** + * Get a report descriptor from a HID device. + * + * User has to provide a preallocated buffer where descriptor will be copied + * to. The recommended size for a preallocated buffer is 4096 bytes. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param buf the buffer to copy descriptor into. + * \param buf_size the size of the buffer in bytes. + * \returns the number of bytes actually copied or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_report_descriptor(SDL_hid_device *dev, unsigned char *buf, size_t buf_size); + +/** + * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers. + * + * \param active true to start the scan, false to stop the scan. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_hid_ble_scan(bool active); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_hidapi_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_hints.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_hints.h new file mode 100644 index 0000000..9c8ad3f --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_hints.h @@ -0,0 +1,4486 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryHints + * + * This file contains functions to set and get configuration hints, as well as + * listing each of them alphabetically. + * + * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the + * environment variable that can be used to override the default. + * + * In general these hints are just that - they may or may not be supported or + * applicable on any given platform, but they provide a way for an application + * or user to give the library a hint as to how they would like the library to + * work. + */ + +#ifndef SDL_hints_h_ +#define SDL_hints_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Specify the behavior of Alt+Tab while the keyboard is grabbed. + * + * By default, SDL emulates Alt+Tab functionality while the keyboard is + * grabbed and your window is full-screen. This prevents the user from getting + * stuck in your application if you've enabled keyboard grab. + * + * The variable can be set to the following values: + * + * - "0": SDL will not handle Alt+Tab. Your application is responsible for + * handling Alt+Tab while the keyboard is grabbed. + * - "1": SDL will minimize your window when Alt+Tab is pressed (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" + +/** + * A variable to control whether the SDL activity is allowed to be re-created. + * + * If this hint is true, the activity can be recreated on demand by the OS, + * and Java static data and C++ static data remain with their current values. + * If this hint is false, then SDL will call exit() when you return from your + * main function and the application will be terminated and then started fresh + * each time. + * + * The variable can be set to the following values: + * + * - "0": The application starts fresh at each launch. (default) + * - "1": The application activity can be recreated by the OS. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY" + +/** + * A variable to control whether the event loop will block itself when the app + * is paused. + * + * The variable can be set to the following values: + * + * - "0": Non blocking. + * - "1": Blocking. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" + +/** + * A variable to control whether low latency audio should be enabled. + * + * Some devices have poor quality output when this is enabled, but this is + * usually an improvement in audio latency. + * + * The variable can be set to the following values: + * + * - "0": Low latency audio is not enabled. + * - "1": Low latency audio is enabled. (default) + * + * This hint should be set before SDL audio is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO" + +/** + * A variable to control whether we trap the Android back button to handle it + * manually. + * + * This is necessary for the right mouse button to work on some Android + * devices, or to be able to trap the back button for use in your code + * reliably. If this hint is true, the back button will show up as an + * SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of + * SDL_SCANCODE_AC_BACK. + * + * The variable can be set to the following values: + * + * - "0": Back button will be handled as usual for system. (default) + * - "1": Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems where the + * right mouse button functions as back.) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" + +/** + * A variable setting the app ID string. + * + * This string is used by desktop compositors to identify and group windows + * together, as well as match applications with associated desktop settings + * and icons. + * + * This will override SDL_PROP_APP_METADATA_IDENTIFIER_STRING, if set by the + * application. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APP_ID "SDL_APP_ID" + +/** + * A variable setting the application name. + * + * This hint lets you specify the application name sent to the OS when + * required. For example, this will often appear in volume control applets for + * audio streams, and in lists of applications which are inhibiting the + * screensaver. You should use a string that describes your program ("My Game + * 2: The Revenge") + * + * This will override SDL_PROP_APP_METADATA_NAME_STRING, if set by the + * application. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APP_NAME "SDL_APP_NAME" + +/** + * A variable controlling whether controllers used with the Apple TV generate + * UI events. + * + * When UI events are generated by controller input, the app will be + * backgrounded when the Apple TV remote's menu button is pressed, and when + * the pause or B buttons on gamepads are pressed. + * + * More information about properly making use of controllers for the Apple TV + * can be found here: + * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * + * The variable can be set to the following values: + * + * - "0": Controller input does not generate UI events. (default) + * - "1": Controller input generates UI events. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" + +/** + * A variable controlling whether the Apple TV remote's joystick axes will + * automatically match the rotation of the remote. + * + * The variable can be set to the following values: + * + * - "0": Remote orientation does not affect joystick axes. (default) + * - "1": Joystick axes are based on the orientation of the remote. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" + +/** + * Specify the default ALSA audio device name. + * + * This variable is a specific audio device to open when the "default" audio + * device is used. + * + * This hint will be ignored when opening the default playback device if + * SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE is set, or when opening the + * default recording device if SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE is + * set. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE + */ +#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE" + +/** + * Specify the default ALSA audio playback device name. + * + * This variable is a specific audio device to open for playback, when the + * "default" audio device is used. + * + * If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + * before choosing a reasonable default. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + */ +#define SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE" + +/** + * Specify the default ALSA audio recording device name. + * + * This variable is a specific audio device to open for recording, when the + * "default" audio device is used. + * + * If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + * before choosing a reasonable default. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + */ +#define SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE" + +/** + * A variable controlling the audio category on iOS and macOS. + * + * The variable can be set to the following values: + * + * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be + * muted by the phone mute switch (default) + * - "playback": Use the AVAudioSessionCategoryPlayback category. + * + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" + +/** + * A variable controlling the default audio channel count. + * + * If the application doesn't specify the audio channel count when opening the + * device, this hint can be used to specify a default channel count that will + * be used. This defaults to "1" for recording and "2" for playback devices. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS" + +/** + * Specify an application icon name for an audio device. + * + * Some audio backends (such as Pulseaudio and Pipewire) allow you to set an + * XDG icon name for your application. Among other things, this icon might + * show up in a system control panel that lets the user adjust the volume on + * specific audio streams instead of using one giant master volume slider. + * Note that this is unrelated to the icon used by the windowing system, which + * may be set with SDL_SetWindowIcon (or via desktop file on Wayland). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default, "applications-games", which is likely to be installed. See + * https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html + * and + * https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html + * for the relevant XDG icon specs. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" + +/** + * A variable controlling device buffer size. + * + * This hint is an integer > 0, that represents the size of the device's + * buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per + * sample frame, for example). + * + * SDL3 generally decides this value on behalf of the app, but if for some + * reason the app needs to dictate this (because they want either lower + * latency or higher throughput AND ARE WILLING TO DEAL WITH what that might + * require of the app), they can specify it. + * + * SDL will try to accommodate this value, but there is no promise you'll get + * the buffer size requested. Many platforms won't honor this request at all, + * or might adjust it. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" + +/** + * Specify an audio stream name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing ("audio stream" is + * probably sufficient in many cases, but this could be useful for something + * like "team chat" if you have a headset playing VoIP audio separately). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "audio stream" or something similar. + * + * Note that while this talks about audio streams, this is an OS-level + * concept, so it applies to a physical audio device in this case, and not an + * SDL_AudioStream, nor an SDL logical audio device. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" + +/** + * Specify an application role for an audio device. + * + * Some audio backends (such as Pipewire) allow you to describe the role of + * your audio stream. Among other things, this description might show up in a + * system control panel or software for displaying and manipulating media + * playback/recording graphs. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing (Game, Music, Movie, + * etc...). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Game" or something similar. + * + * Note that while this talks about audio streams, this is an OS-level + * concept, so it applies to a physical audio device in this case, and not an + * SDL_AudioStream, nor an SDL logical audio device. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" + +/** + * Specify the input file when recording audio using the disk audio driver. + * + * This defaults to "sdlaudio-in.raw" + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE" + +/** + * Specify the output file when playing audio using the disk audio driver. + * + * This defaults to "sdlaudio.raw" + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE" + +/** + * A variable controlling the audio rate when using the disk audio driver. + * + * The disk audio driver normally simulates real-time for the audio rate that + * was specified, but you can use this variable to adjust this rate higher or + * lower down to 0. The default value is "1.0". + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE" + +/** + * A variable that specifies an audio backend to use. + * + * By default, SDL will try all available audio backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific driver, such as "pipewire" if, say, you are on PulseAudio + * but want to try talking to the lower level instead. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" + +/** + * A variable controlling the audio rate when using the dummy audio driver. + * + * The dummy audio driver normally simulates real-time for the audio rate that + * was specified, but you can use this variable to adjust this rate higher or + * lower down to 0. The default value is "1.0". + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE" + +/** + * A variable controlling the default audio format. + * + * If the application doesn't specify the audio format when opening the + * device, this hint can be used to specify a default format that will be + * used. + * + * The variable can be set to the following values: + * + * - "U8": Unsigned 8-bit audio + * - "S8": Signed 8-bit audio + * - "S16LE": Signed 16-bit little-endian audio + * - "S16BE": Signed 16-bit big-endian audio + * - "S16": Signed 16-bit native-endian audio (default) + * - "S32LE": Signed 32-bit little-endian audio + * - "S32BE": Signed 32-bit big-endian audio + * - "S32": Signed 32-bit native-endian audio + * - "F32LE": Floating point little-endian audio + * - "F32BE": Floating point big-endian audio + * - "F32": Floating point native-endian audio + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_FORMAT "SDL_AUDIO_FORMAT" + +/** + * A variable controlling the default audio frequency. + * + * If the application doesn't specify the audio frequency when opening the + * device, this hint can be used to specify a default frequency that will be + * used. This defaults to "44100". + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_FREQUENCY "SDL_AUDIO_FREQUENCY" + +/** + * A variable that causes SDL to not ignore audio "monitors". + * + * This is currently only used by the PulseAudio driver. + * + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. + * + * The variable can be set to the following values: + * + * - "0": Audio monitor devices will be ignored. (default) + * - "1": Audio monitor devices will show up in the device list. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" + +/** + * A variable controlling whether SDL updates joystick state when getting + * input events. + * + * The variable can be set to the following values: + * + * - "0": You'll call SDL_UpdateJoysticks() manually. + * - "1": SDL will automatically call SDL_UpdateJoysticks(). (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" + +/** + * A variable controlling whether SDL updates sensor state when getting input + * events. + * + * The variable can be set to the following values: + * + * - "0": You'll call SDL_UpdateSensors() manually. + * - "1": SDL will automatically call SDL_UpdateSensors(). (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" + +/** + * Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * + * The bitmap header version 4 is required for proper alpha channel support + * and SDL will use it when required. Should this not be desired, this hint + * can force the use of the 40 byte header version which is supported + * everywhere. + * + * The variable can be set to the following values: + * + * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit + * BMP file with an alpha mask. SDL will use the bitmap header version 4 and + * set the alpha mask accordingly. (default) + * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit + * BMP file without an alpha mask. The alpha channel data will be in the + * file, but applications are going to ignore it. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" + +/** + * A variable that decides what camera backend to use. + * + * By default, SDL will try all available camera backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target, such as "directshow" if, say, you are on + * Windows Media Foundations but want to try DirectShow instead. + * + * The default value is unset, in which case SDL will try to figure out the + * best camera backend on your behalf. This hint needs to be set before + * SDL_Init() is called to be useful. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" + +/** + * A variable that limits what CPU features are available. + * + * By default, SDL marks all features the current CPU supports as available. + * This hint allows to limit these to a subset. + * + * When the hint is unset, or empty, SDL will enable all detected CPU + * features. + * + * The variable can be set to a comma separated list containing the following + * items: + * + * - "all" + * - "altivec" + * - "sse" + * - "sse2" + * - "sse3" + * - "sse41" + * - "sse42" + * - "avx" + * - "avx2" + * - "avx512f" + * - "arm-simd" + * - "neon" + * - "lsx" + * - "lasx" + * + * The items can be prefixed by '+'/'-' to add/remove features. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" + +/** + * A variable controlling whether DirectInput should be used for controllers. + * + * The variable can be set to the following values: + * + * - "0": Disable DirectInput detection. + * - "1": Enable DirectInput detection. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" + +/** + * A variable that specifies a dialog backend to use. + * + * By default, SDL will try all available dialog backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target. + * + * If the specified target does not exist or is not available, the + * dialog-related function calls will fail. + * + * This hint currently only applies to platforms using the generic "Unix" + * dialog implementation, but may be extended to more platforms in the future. + * Note that some Unix and Unix-like platforms have their own implementation, + * such as macOS and Haiku. + * + * The variable can be set to the following values: + * + * - NULL: Select automatically (default, all platforms) + * - "portal": Use XDG Portals through DBus (Unix only) + * - "zenity": Use the Zenity program (Unix only) + * + * More options may be added in the future. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" + +/** + * Override for SDL_GetDisplayUsableBounds(). + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first is + * the bounds x, then y, width and height, in that order. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" + +/** + * Disable giving back control to the browser automatically when running with + * asyncify. + * + * With -s ASYNCIFY, SDL calls emscripten_sleep during operations such as + * refreshing the screen or polling events. + * + * This hint only applies to the emscripten platform. + * + * The variable can be set to the following values: + * + * - "0": Disable emscripten_sleep calls (if you give back browser control + * manually or use asyncify for other purposes). + * - "1": Enable emscripten_sleep calls. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" + +/** + * Specify the CSS selector used for the "default" window/canvas. + * + * This hint only applies to the emscripten platform. + * + * The default value is "#canvas" + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" + +/** + * Override the binding element for keyboard inputs for Emscripten builds. + * + * This hint only applies to the emscripten platform. + * + * The variable can be one of: + * + * - "#window": the javascript window object (default) + * - "#document": the javascript document object + * - "#screen": the javascript window.screen object + * - "#canvas": the WebGL canvas element + * - "#none": Don't bind anything at all + * - any other string without a leading # sign applies to the element on the + * page with that ID. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" + +/** + * A variable that controls whether the on-screen keyboard should be shown + * when text input is active. + * + * The variable can be set to the following values: + * + * - "auto": The on-screen keyboard will be shown if there is no physical + * keyboard attached. (default) + * - "0": Do not show the on-screen keyboard. + * - "1": Show the on-screen keyboard, if available. + * + * This hint must be set before SDL_StartTextInput() is called + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" + +/** + * A variable containing a list of evdev devices to use if udev is not + * available. + * + * The list of devices is in the form: + * + * deviceclass:path[,deviceclass:path[,...]] + * + * where device class is an integer representing the SDL_UDEV_deviceclass and + * path is the full path to the event device. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES" + +/** + * A variable controlling verbosity of the logging of SDL events pushed onto + * the internal queue. + * + * The variable can be set to the following values, from least to most + * verbose: + * + * - "0": Don't log any events. (default) + * - "1": Log most events (other than the really spammy ones). + * - "2": Include mouse and finger motion events. + * + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_SetLogOutputFunction(), etc. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" + +/** + * A variable controlling whether raising the window should be done more + * forcefully. + * + * The variable can be set to the following values: + * + * - "0": Honor the OS policy for raising windows. (default) + * - "1": Force the window to be raised, overriding any OS policy. + * + * At present, this is only an issue under MS Windows, which makes it nearly + * impossible to programmatically move a window to the foreground, for + * "security" reasons. See http://stackoverflow.com/a/34414846 for a + * discussion. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" + +/** + * A variable controlling how 3D acceleration is used to accelerate the SDL + * screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and how + * this is done. + * + * The variable can be set to the following values: + * + * - "0": Disable 3D acceleration + * - "1": Enable 3D acceleration, using the default renderer. (default) + * - "X": Enable 3D acceleration, using X where X is one of the valid + * rendering drivers. (e.g. "direct3d", "opengl", etc.) + * + * This hint should be set before calling SDL_GetWindowSurface() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" + +/** + * A variable that lets you manually hint extra gamecontroller db entries. + * + * The variable should be newline delimited rows of gamecontroller config + * data, see SDL_gamepad.h + * + * You can update mappings after SDL is initialized with + * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" + +/** + * A variable that lets you provide a file with extra gamecontroller db + * entries. + * + * The file should contain lines of gamecontroller config data, see + * SDL_gamepad.h + * + * You can update mappings after SDL is initialized with + * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" + +/** + * A variable that overrides the automatic controller type detection. + * + * The variable should be comma separated entries, in the form: VID/PID=type + * + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd + * + * This hint affects what low level protocol is used with the HIDAPI driver. + * + * The variable can be set to the following values: + * + * - "Xbox360" + * - "XboxOne" + * - "PS3" + * - "PS4" + * - "PS5" + * - "SwitchPro" + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" + +/** + * A variable containing a list of devices to skip when scanning for game + * controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" + +/** + * If set, all devices will be skipped when scanning for game controllers + * except for the ones listed in this variable. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" + +/** + * A variable that controls whether the device's built-in accelerometer and + * gyro should be used as sensors for gamepads. + * + * The variable can be set to the following values: + * + * - "0": Sensor fusion is disabled + * - "1": Sensor fusion is enabled for all controllers that lack sensors + * + * Or the variable can be a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before a gamepad is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION" + +/** + * This variable sets the default text of the TextInput window on GDK + * platforms. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT" + +/** + * This variable sets the description of the TextInput window on GDK + * platforms. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" + +/** + * This variable sets the maximum input length of the TextInput window on GDK + * platforms. + * + * The value must be a stringified integer, for example "10" to allow for up + * to 10 characters of text input. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH" + +/** + * This variable sets the input scope of the TextInput window on GDK + * platforms. + * + * Set this hint to change the XGameUiTextEntryInputScope value that will be + * passed to the window creation function. The value must be a stringified + * integer, for example "0" for XGameUiTextEntryInputScope::Default. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" + +/** + * This variable sets the title of the TextInput window on GDK platforms. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" + +/** + * A variable to control whether HIDAPI uses libusb for device access. + * + * By default libusb will only be used for a few devices that require direct + * USB access, and this can be controlled with + * SDL_HINT_HIDAPI_LIBUSB_WHITELIST. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI will not use libusb for device access. + * - "1": HIDAPI will use libusb for device access if available. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB" + +/** + * A variable to control whether HIDAPI uses libusb only for whitelisted + * devices. + * + * By default libusb will only be used for a few devices that require direct + * USB access. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI will use libusb for all device access. + * - "1": HIDAPI will use libusb only for whitelisted devices. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST" + +/** + * A variable to control whether HIDAPI uses udev for device detection. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI will poll for device changes. + * - "1": HIDAPI will use udev for device detection. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV" + +/** + * A variable that specifies a GPU backend to use. + * + * By default, SDL will try all available GPU backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific target, such as "direct3d11" if, say, your hardware + * supports D3D12 but want to try using D3D11 instead. + * + * This hint should be set before any GPU functions are called. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER" + +/** + * A variable to control whether SDL_hid_enumerate() enumerates all HID + * devices or only controllers. + * + * The variable can be set to the following values: + * + * - "0": SDL_hid_enumerate() will enumerate all HID devices. + * - "1": SDL_hid_enumerate() will only enumerate controllers. (default) + * + * By default SDL will only enumerate controllers, to reduce risk of hanging + * or crashing on devices with bad drivers and avoiding macOS keyboard capture + * permission prompts. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS" + +/** + * A variable containing a list of devices to ignore in SDL_hid_enumerate(). + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * For example, to ignore the Shanwan DS3 controller and any Valve controller, + * you might use the string "0x2563/0x0523,0x28de/0x0000" + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" + +/** + * A variable describing what IME UI elements the application can display. + * + * By default IME UI is handled using native components by the OS where + * possible, however this can interfere with or not be visible when exclusive + * fullscreen mode is used. + * + * The variable can be set to a comma separated list containing the following + * items: + * + * - "none" or "0": The application can't render any IME elements, and native + * UI should be used. (default) + * - "composition": The application handles SDL_EVENT_TEXT_EDITING events and + * can render the composition text. + * - "candidates": The application handles SDL_EVENT_TEXT_EDITING_CANDIDATES + * and can render the candidate list. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI" + +/** + * A variable controlling whether the home indicator bar on iPhone X should be + * hidden. + * + * The variable can be set to the following values: + * + * - "0": The indicator bar is not hidden. (default for windowed applications) + * - "1": The indicator bar is hidden and is shown when the screen is touched + * (useful for movie playback applications). + * - "2": The indicator bar is dim and the first swipe makes it visible and + * the second swipe performs the "home" action. (default for fullscreen + * applications) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" + +/** + * A variable that lets you enable joystick (and gamecontroller) events even + * when your app is in the background. + * + * The variable can be set to the following values: + * + * - "0": Disable joystick & gamecontroller input events when the application + * is in the background. (default) + * - "1": Enable joystick & gamecontroller input events when the application + * is in the background. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" + +/** + * A variable containing a list of arcade stick style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" + +/** + * A variable containing a list of devices that are not arcade stick style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices that should not be considered + * joysticks. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" + +/** + * A variable containing a list of devices that should be considered + * joysticks. + * + * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" + +/** + * A variable containing a comma separated list of devices to open as + * joysticks. + * + * This variable is currently only used by the Linux joystick driver. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" + +/** + * A variable controlling whether enhanced reports should be used for + * controllers when using the HIDAPI driver. + * + * Enhanced reports allow rumble and effects on Bluetooth PlayStation + * controllers and gyro on Nintendo Switch controllers, but break Windows + * DirectInput for other applications that don't use SDL. + * + * Once enhanced reports are enabled, they can't be disabled on PlayStation + * controllers without power cycling the controller. + * + * The variable can be set to the following values: + * + * - "0": enhanced reports are not enabled. + * - "1": enhanced reports are enabled. (default) + * - "auto": enhanced features are advertised to the application, but SDL + * doesn't change the controller report mode unless the application uses + * them. + * + * This hint can be enabled anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ENHANCED_REPORTS "SDL_JOYSTICK_ENHANCED_REPORTS" + +/** + * A variable containing a list of flightstick style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" + +/** + * A variable containing a list of devices that are not flightstick style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" + +/** + * A variable controlling whether GameInput should be used for controller + * handling on Windows. + * + * The variable can be set to the following values: + * + * - "0": GameInput is not used. + * - "1": GameInput is used. + * + * The default is "1" on GDK platforms, and "0" otherwise. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT" + +/** + * A variable containing a list of devices known to have a GameCube form + * factor. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" + +/** + * A variable containing a list of devices known not to have a GameCube form + * factor. + * + * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" + +/** + * A variable controlling whether the HIDAPI joystick drivers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI drivers are not used. + * - "1": HIDAPI drivers are used. (default) + * + * This variable is the default for all drivers, but can be overridden by the + * hints for specific drivers below. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" + +/** + * A variable controlling whether Nintendo Switch Joy-Con controllers will be + * combined into a single Pro-like controller when using the HIDAPI driver. + * + * The variable can be set to the following values: + * + * - "0": Left and right Joy-Con controllers will not be combined and each + * will be a mini-gamepad. + * - "1": Left and right Joy-Con controllers will be combined into a single + * controller. (default) + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo GameCube + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" + +/** + * A variable controlling whether rumble is used to implement the GameCube + * controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2). + * + * This is useful for applications that need full compatibility for things + * like ADSR envelopes. - Stop is implemented by setting low_frequency_rumble + * to 0 and high_frequency_rumble >0 - Rumble is both at any arbitrary value - + * StopHard is implemented by setting both low_frequency_rumble and + * high_frequency_rumble to 0 + * + * The variable can be set to the following values: + * + * - "0": Normal rumble behavior is behavior is used. (default) + * - "1": Proper GameCube controller rumble behavior is used. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Switch + * Joy-Cons should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" + +/** + * A variable controlling whether the Home button LED should be turned on when + * a Nintendo Switch Joy-Con controller is opened. + * + * The variable can be set to the following values: + * + * - "0": home button LED is turned off + * - "1": home button LED is turned on + * + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" + +/** + * A variable controlling whether the HIDAPI driver for Amazon Luna + * controllers connected via Bluetooth should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Online + * classic controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" + +/** + * A variable controlling whether the HIDAPI driver for PS3 controllers should + * be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on + * other platforms. + * + * For official Sony driver (sixaxis.sys) use + * SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See + * https://github.com/ViGEm/DsHidMini for an alternative driver on Windows. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" + +/** + * A variable controlling whether the Sony driver (sixaxis.sys) for PS3 + * controllers (Sixaxis/DualShock 3) should be used. + * + * The variable can be set to the following values: + * + * - "0": Sony driver (sixaxis.sys) is not used. + * - "1": Sony driver (sixaxis.sys) is used. + * + * The default value is 0. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER" + +/** + * A variable controlling whether the HIDAPI driver for PS4 controllers should + * be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" + +/** + * A variable controlling the update rate of the PS4 controller over Bluetooth + * when using the HIDAPI driver. + * + * This defaults to 4 ms, to match the behavior over USB, and to be more + * friendly to other Bluetooth devices and older Bluetooth hardware on the + * computer. It can be set to "1" (1000Hz), "2" (500Hz) and "4" (250Hz) + * + * This hint can be set anytime, but only takes effect when extended input + * reports are enabled. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL" + +/** + * A variable controlling whether the HIDAPI driver for PS5 controllers should + * be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a PS5 controller. + * + * The variable can be set to the following values: + * + * - "0": player LEDs are not enabled. + * - "1": player LEDs are enabled. (default) + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" + +/** + * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" + +/** + * A variable controlling whether the HIDAPI driver for Google Stadia + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" + +/** + * A variable controlling whether the HIDAPI driver for Bluetooth Steam + * Controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. (default) + * - "1": HIDAPI driver is used for Steam Controllers, which requires + * Bluetooth access and may prompt the user for permission on iOS and + * Android. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" + +/** + * A variable controlling whether the Steam button LED should be turned on + * when a Steam controller is opened. + * + * The variable can be set to the following values: + * + * - "0": Steam button LED is turned off. + * - "1": Steam button LED is turned on. + * + * By default the Steam button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Steam button LED. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED" + +/** + * A variable controlling whether the HIDAPI driver for the Steam Deck builtin + * controller should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" + +/** + * A variable controlling whether the HIDAPI driver for HORI licensed Steam + * controllers should be used. + * + * This variable can be set to the following values: "0" - HIDAPI driver is + * not used "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI "SDL_JOYSTICK_HIDAPI_STEAM_HORI" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Switch + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" + +/** + * A variable controlling whether the Home button LED should be turned on when + * a Nintendo Switch Pro controller is opened. + * + * The variable can be set to the following values: + * + * - "0": Home button LED is turned off. + * - "1": Home button LED is turned on. + * + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a Nintendo Switch controller. + * + * The variable can be set to the following values: + * + * - "0": Player LEDs are not enabled. + * - "1": Player LEDs are enabled. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" + +/** + * A variable controlling whether Nintendo Switch Joy-Con controllers will be + * in vertical mode when using the HIDAPI driver. + * + * The variable can be set to the following values: + * + * - "0": Left and right Joy-Con controllers will not be in vertical mode. + * (default) + * - "1": Left and right Joy-Con controllers will be in vertical mode. + * + * This hint should be set before opening a Joy-Con controller. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * This driver doesn't work with the dolphinbar, so the default is false for + * now. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a Wii controller. + * + * The variable can be set to the following values: + * + * - "0": Player LEDs are not enabled. + * - "1": Player LEDs are enabled. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" + +/** + * A variable controlling whether the HIDAPI driver for XBox controllers + * should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is "0" on Windows, otherwise the value of + * SDL_HINT_JOYSTICK_HIDAPI + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" + +/** + * A variable controlling whether the HIDAPI driver for XBox 360 controllers + * should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with an Xbox 360 controller. + * + * The variable can be set to the following values: + * + * - "0": Player LEDs are not enabled. + * - "1": Player LEDs are enabled. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" + +/** + * A variable controlling whether the HIDAPI driver for XBox 360 wireless + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" + +/** + * A variable controlling whether the HIDAPI driver for XBox One controllers + * should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" + +/** + * A variable controlling whether the Home button LED should be turned on when + * an Xbox One controller is opened. + * + * The variable can be set to the following values: + * + * - "0": Home button LED is turned off. + * - "1": Home button LED is turned on. + * + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. The default brightness is 0.4. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" + +/** + * A variable controlling whether IOKit should be used for controller + * handling. + * + * The variable can be set to the following values: + * + * - "0": IOKit is not used. + * - "1": IOKit is used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" + +/** + * A variable controlling whether to use the classic /dev/input/js* joystick + * interface or the newer /dev/input/event* joystick interface on Linux. + * + * The variable can be set to the following values: + * + * - "0": Use /dev/input/event* (default) + * - "1": Use /dev/input/js* + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC" + +/** + * A variable controlling whether joysticks on Linux adhere to their + * HID-defined deadzones or return unfiltered values. + * + * The variable can be set to the following values: + * + * - "0": Return unfiltered joystick axis values. (default) + * - "1": Return axis values with deadzones taken into account. + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES" + +/** + * A variable controlling whether joysticks on Linux will always treat 'hat' + * axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking + * whether they may be analog. + * + * The variable can be set to the following values: + * + * - "0": Only map hat axis inputs to digital hat outputs if the input axes + * appear to actually be digital. (default) + * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as + * digital hats. + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS" + +/** + * A variable controlling whether digital hats on Linux will apply deadzones + * to their underlying input axes or use unfiltered values. + * + * The variable can be set to the following values: + * + * - "0": Return digital hat values based on unfiltered input axis values. + * - "1": Return digital hat values with deadzones on the input axes taken + * into account. (default) + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES" + +/** + * A variable controlling whether GCController should be used for controller + * handling. + * + * The variable can be set to the following values: + * + * - "0": GCController is not used. + * - "1": GCController is used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" + +/** + * A variable controlling whether the RAWINPUT joystick drivers should be used + * for better handling XInput-capable devices. + * + * The variable can be set to the following values: + * + * - "0": RAWINPUT drivers are not used. + * - "1": RAWINPUT drivers are used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" + +/** + * A variable controlling whether the RAWINPUT driver should pull correlated + * data from XInput. + * + * The variable can be set to the following values: + * + * - "0": RAWINPUT driver will only use data from raw input APIs. + * - "1": RAWINPUT driver will also pull data from XInput and + * Windows.Gaming.Input, providing better trigger axes, guide button + * presses, and rumble support for Xbox controllers. (default) + * + * This hint should be set before a gamepad is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" + +/** + * A variable controlling whether the ROG Chakram mice should show up as + * joysticks. + * + * The variable can be set to the following values: + * + * - "0": ROG Chakram mice do not show up as joysticks. (default) + * - "1": ROG Chakram mice show up as joysticks. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" + +/** + * A variable controlling whether a separate thread should be used for + * handling joystick detection and raw input messages on Windows. + * + * The variable can be set to the following values: + * + * - "0": A separate thread is not used. + * - "1": A separate thread is used for handling raw input messages. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" + +/** + * A variable containing a list of throttle style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" + +/** + * A variable containing a list of devices that are not throttle style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" + +/** + * A variable controlling whether Windows.Gaming.Input should be used for + * controller handling. + * + * The variable can be set to the following values: + * + * - "0": WGI is not used. + * - "1": WGI is used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" + +/** + * A variable containing a list of wheel style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" + +/** + * A variable containing a list of devices that are not wheel style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device + * list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices known to have all axes centered at + * zero. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" + +/** + * A variable containing a list of devices and their desired number of haptic + * (force feedback) enabled axis. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form plus the number of desired axes, e.g. + * + * `0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3` + * + * This hint supports a "wildcard" device that will set the number of haptic + * axes on all initialized haptic devices which were not defined explicitly in + * this hint. + * + * `0xFFFF/0xFFFF/1` + * + * This hint should be set before a controller is opened. The number of haptic + * axes won't exceed the number of real axes found on the device. + * + * \since This hint is available since SDL 3.2.5. + */ +#define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES" + +/** + * A variable that controls keycode representation in keyboard events. + * + * This variable is a comma separated set of options for translating keycodes + * in events: + * + * - "none": Keycode options are cleared, this overrides other options. + * - "hide_numpad": The numpad keysyms will be translated into their + * non-numpad versions based on the current NumLock state. For example, + * SDLK_KP_4 would become SDLK_4 if SDL_KMOD_NUM is set in the event + * modifiers, and SDLK_LEFT if it is unset. + * - "french_numbers": The number row on French keyboards is inverted, so + * pressing the 1 key would yield the keycode SDLK_1, or '1', instead of + * SDLK_AMPERSAND, or '&' + * - "latin_letters": For keyboards using non-Latin letters, such as Russian + * or Thai, the letter keys generate keycodes as though it had an en_US + * layout. e.g. pressing the key associated with SDL_SCANCODE_A on a Russian + * keyboard would yield 'a' instead of a Cyrillic letter. + * + * The default value for this hint is "french_numbers,latin_letters" + * + * Some platforms like Emscripten only provide modified keycodes and the + * options are not used. + * + * These options do not affect the return value of SDL_GetKeyFromScancode() or + * SDL_GetScancodeFromKey(), they just apply to the keycode included in key + * events. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" + +/** + * A variable that controls what KMSDRM device to use. + * + * SDL might open something like "/dev/dri/cardNN" to access KMSDRM + * functionality, where "NN" is a device index number. SDL makes a guess at + * the best index to use (usually zero), but the app or user can set this hint + * to a number between 0 and 99 to force selection. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" + +/** + * A variable that controls whether SDL requires DRM master access in order to + * initialize the KMSDRM video backend. + * + * The DRM subsystem has a concept of a "DRM master" which is a DRM client + * that has the ability to set planes, set cursor, etc. When SDL is DRM + * master, it can draw to the screen using the SDL rendering APIs. Without DRM + * master, SDL is still able to process input and query attributes of attached + * displays, but it cannot change display state or draw to the screen + * directly. + * + * In some cases, it can be useful to have the KMSDRM backend even if it + * cannot be used for rendering. An app may want to use SDL for input + * processing while using another rendering API (such as an MMAL overlay on + * Raspberry Pi) or using its own code to render to DRM overlays that SDL + * doesn't support. + * + * The variable can be set to the following values: + * + * - "0": SDL will allow usage of the KMSDRM backend without DRM master. + * - "1": SDL Will require DRM master to use the KMSDRM backend. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" + +/** + * A variable controlling the default SDL log levels. + * + * This variable is a comma separated set of category=level tokens that define + * the default logging levels for SDL applications. + * + * The category can be a numeric category, one of "app", "error", "assert", + * "system", "audio", "video", "render", "input", "test", or `*` for any + * unspecified category. + * + * The level can be a numeric level, one of "verbose", "debug", "info", + * "warn", "error", "critical", or "quiet" to disable that category. + * + * You can omit the category if you want to set the logging level for all + * categories. + * + * If this hint isn't set, the default log levels are equivalent to: + * + * `app=info,assert=warn,test=verbose,*=error` + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_LOGGING "SDL_LOGGING" + +/** + * A variable controlling whether to force the application to become the + * foreground process when launched on macOS. + * + * The variable can be set to the following values: + * + * - "0": The application is brought to the foreground when launched. + * (default) + * - "1": The application may remain in the background when launched. + * + * This hint needs to be set before SDL_Init(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" + +/** + * A variable that determines whether Ctrl+Click should generate a right-click + * event on macOS. + * + * The variable can be set to the following values: + * + * - "0": Ctrl+Click does not generate a right mouse button click event. + * (default) + * - "1": Ctrl+Click generated a right mouse button click event. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" + +/** + * A variable controlling whether dispatching OpenGL context updates should + * block the dispatching thread until the main thread finishes processing on + * macOS. + * + * The variable can be set to the following values: + * + * - "0": Dispatching OpenGL context updates will block the dispatching thread + * until the main thread finishes processing. (default) + * - "1": Dispatching OpenGL context updates will allow the dispatching thread + * to continue execution. + * + * Generally you want the default, but if you have OpenGL code in a background + * thread on a Mac, and the main thread hangs because it's waiting for that + * background thread, but that background thread is also hanging because it's + * waiting for the main thread to do an update, this might fix your issue. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" + +/** + * A variable controlling whether the Option key on macOS should be remapped + * to act as the Alt key. + * + * The variable can be set to the following values: + * + * - "none": The Option key is not remapped to Alt. (default) + * - "only_left": Only the left Option key is remapped to Alt. + * - "only_right": Only the right Option key is remapped to Alt. + * - "both": Both Option keys are remapped to Alt. + * + * This will prevent the triggering of key compositions that rely on the + * Option key, but will still send the Alt modifier for keyboard events. In + * the case that both Alt and Option are pressed, the Option key will be + * ignored. This is particularly useful for applications like terminal + * emulators and graphical user interfaces (GUIs) that rely on Alt key + * functionality for shortcuts or navigation. This does not apply to + * SDL_GetKeyFromScancode and only has an effect if IME is enabled. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_OPTION_AS_ALT "SDL_MAC_OPTION_AS_ALT" + +/** + * A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have + * momentum on macOS. + * + * The variable can be set to the following values: + * + * - "0": The mouse wheel events will have no momentum. (default) + * - "1": The mouse wheel events will have momentum. + * + * This hint needs to be set before SDL_Init(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM" + +/** + * Request SDL_AppIterate() be called at a specific rate. + * + * If this is set to a number, it represents Hz, so "60" means try to iterate + * 60 times per second. "0" means to iterate as fast as possible. Negative + * values are illegal, but reserved, in case they are useful in a future + * revision of SDL. + * + * There are other strings that have special meaning. If set to "waitevent", + * SDL_AppIterate will not be called until new event(s) have arrived (and been + * processed by SDL_AppEvent). This can be useful for apps that are completely + * idle except in response to input. + * + * On some platforms, or if you are using SDL_main instead of SDL_AppIterate, + * this hint is ignored. When the hint can be used, it is allowed to be + * changed at any time. + * + * This defaults to 0, and specifying NULL for the hint's value will restore + * the default. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" + +/** + * A variable controlling whether the mouse is captured while mouse buttons + * are pressed. + * + * The variable can be set to the following values: + * + * - "0": The mouse is not captured while mouse buttons are pressed. + * - "1": The mouse is captured while mouse buttons are pressed. + * + * By default the mouse is captured while mouse buttons are pressed so if the + * mouse is dragged outside the window, the application continues to receive + * mouse events until the button is released. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" + +/** + * A variable setting the double click radius, in pixels. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" + +/** + * A variable setting the double click time, in milliseconds. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" + +/** + * A variable setting which system cursor to use as the default cursor. + * + * This should be an integer corresponding to the SDL_SystemCursor enum. The + * default value is zero (SDL_SYSTEM_CURSOR_DEFAULT). + * + * This hint needs to be set before SDL_Init(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR" + +/** + * A variable controlling whether warping a hidden mouse cursor will activate + * relative mouse mode. + * + * When this hint is set, the mouse cursor is hidden, and multiple warps to + * the window center occur within a short time period, SDL will emulate mouse + * warps using relative mouse mode. This can provide smoother and more + * reliable mouse motion for some older games, which continuously calculate + * the distance travelled by the mouse pointer and warp it back to the center + * of the window, rather than using relative mouse motion. + * + * Note that relative mouse mode may have different mouse acceleration + * behavior than pointer warps. + * + * If your application needs to repeatedly warp the hidden mouse cursor at a + * high-frequency for other purposes, it should disable this hint. + * + * The variable can be set to the following values: + * + * - "0": Attempts to warp the mouse will always be made. + * - "1": Some mouse warps will be emulated by forcing relative mouse mode. + * (default) + * + * If not set, this is automatically enabled unless an application uses + * relative mouse mode directly. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE" + +/** + * Allow mouse click events when clicking to focus an SDL window. + * + * The variable can be set to the following values: + * + * - "0": Ignore mouse clicks that activate a window. (default) + * - "1": Generate events for mouse clicks that activate a window. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" + +/** + * A variable setting the speed scale for mouse motion, in floating point, + * when the mouse is not in relative mode. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" + +/** + * A variable controlling whether relative mouse mode constrains the mouse to + * the center of the window. + * + * Constraining to the center of the window works better for FPS games and + * when the application is running over RDP. Constraining to the whole window + * works better for 2D games and increases the chance that the mouse will be + * in the correct position when using high DPI mice. + * + * The variable can be set to the following values: + * + * - "0": Relative mouse mode constrains the mouse to the window. + * - "1": Relative mouse mode constrains the mouse to the center of the + * window. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" + +/** + * A variable setting the scale for mouse motion, in floating point, when the + * mouse is in relative mode. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" + +/** + * A variable controlling whether the system mouse acceleration curve is used + * for relative mouse motion. + * + * The variable can be set to the following values: + * + * - "0": Relative mouse motion will be unscaled. (default) + * - "1": Relative mouse motion will be scaled using the system mouse + * acceleration curve. + * + * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will be applied after + * system speed scale. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" + +/** + * A variable controlling whether a motion event should be generated for mouse + * warping in relative mode. + * + * The variable can be set to the following values: + * + * - "0": Warping the mouse will not generate a motion event in relative mode + * - "1": Warping the mouse will generate a motion event in relative mode + * + * By default warping the mouse will not generate motion events in relative + * mode. This avoids the application having to filter out large relative + * motion due to warping. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" + +/** + * A variable controlling whether the hardware cursor stays visible when + * relative mode is active. + * + * This variable can be set to the following values: + * + * - "0": The cursor will be hidden while relative mode is active (default) + * - "1": The cursor will remain visible while relative mode is active + * + * Note that for systems without raw hardware inputs, relative mode is + * implemented using warping, so the hardware cursor will visibly warp between + * frames if this is enabled on those systems. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" + +/** + * A variable controlling whether mouse events should generate synthetic touch + * events. + * + * The variable can be set to the following values: + * + * - "0": Mouse events will not generate touch events. (default for desktop + * platforms) + * - "1": Mouse events will generate touch events. (default for mobile + * platforms, such as Android and iOS) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" + +/** + * A variable controlling whether the keyboard should be muted on the console. + * + * Normally the keyboard is muted while SDL applications are running so that + * keyboard input doesn't show up as key strokes on the console. This hint + * allows you to turn that off for debugging purposes. + * + * The variable can be set to the following values: + * + * - "0": Allow keystrokes to go through to the console. + * - "1": Mute keyboard input so it doesn't show up on the console. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD" + +/** + * Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms. + * + * The variable can be set to the following values: + * + * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a + * signal, convert it into an SDL_EVENT_QUIT event. (default) + * - "1": SDL will not install a signal handler at all. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" + +/** + * Specify the OpenGL library to load. + * + * This hint should be set before creating an OpenGL window or creating an + * OpenGL context. If this hint isn't set, SDL will choose a reasonable + * default. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY" + +/** + * Specify the EGL library to load. + * + * This hint should be set before creating an OpenGL window or creating an + * OpenGL context. This hint is only considered if SDL is using EGL to manage + * OpenGL contexts. If this hint isn't set, SDL will choose a reasonable + * default. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EGL_LIBRARY "SDL_EGL_LIBRARY" + +/** + * A variable controlling what driver to use for OpenGL ES contexts. + * + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an OpenGL ES + * library. + * + * Circumstances where this is useful include - Testing an app with a + * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those + * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses + * at link time by linking with the OpenGL ES library instead of querying them + * at run time with SDL_GL_GetProcAddress(). + * + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function addresses at + * run time using SDL_GL_GetProcAddress(). + * + * This variable is ignored on most platforms because OpenGL ES is native or + * not supported. + * + * The variable can be set to the following values: + * + * - "0": Use ES profile of OpenGL, if available. (default) + * - "1": Load OpenGL ES library using the default library names. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" + +/** + * Mechanism to specify openvr_api library location + * + * By default, when using the OpenVR driver, it will search for the API + * library in the current folder. But, if you wish to use a system API you can + * specify that by using this hint. This should be the full or relative path + * to a .dll on Windows or .so on Linux. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY" + +/** + * A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. + * + * This variable is a space delimited list of the following values: + * + * - "LandscapeLeft" + * - "LandscapeRight" + * - "Portrait" + * - "PortraitUpsideDown" + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" + +/** + * A variable controlling the use of a sentinel event when polling the event + * queue. + * + * When polling for events, SDL_PumpEvents is used to gather new events from + * devices. If a device keeps producing new events between calls to + * SDL_PumpEvents, a poll loop will become stuck until the new events stop. + * This is most noticeable when moving a high frequency mouse. + * + * The variable can be set to the following values: + * + * - "0": Disable poll sentinels. + * - "1": Enable poll sentinels. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" + +/** + * Override for SDL_GetPreferredLocales(). + * + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate a + * SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can + * push your own event, if you want). + * + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" + +/** + * A variable that decides whether to send SDL_EVENT_QUIT when closing the + * last window. + * + * The variable can be set to the following values: + * + * - "0": SDL will not send an SDL_EVENT_QUIT event when the last window is + * requesting to close. Note that in this case, there are still other + * legitimate reasons one might get an SDL_EVENT_QUIT event: choosing "Quit" + * from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc. + * - "1": SDL will send a quit event when the last window is requesting to + * close. (default) + * + * If there is at least one active system tray icon, SDL_EVENT_QUIT will + * instead be sent when both the last window will be closed and the last tray + * icon will be destroyed. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" + +/** + * A variable controlling whether the Direct3D device is initialized for + * thread-safe operations. + * + * The variable can be set to the following values: + * + * - "0": Thread-safety is not enabled. (default) + * - "1": Thread-safety is enabled. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" + +/** + * A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * + * This variable does not have any effect on the Direct3D 9 based renderer. + * + * The variable can be set to the following values: + * + * - "0": Disable Debug Layer use. (default) + * - "1": Enable Debug Layer use. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" + +/** + * A variable controlling whether to enable Vulkan Validation Layers. + * + * This variable can be set to the following values: + * + * - "0": Disable Validation Layer use + * - "1": Enable Validation Layer use + * + * By default, SDL does not use Vulkan Validation Layers. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" + +/** + * A variable controlling whether to create the GPU device in debug mode. + * + * This variable can be set to the following values: + * + * - "0": Disable debug mode use (default) + * - "1": Enable debug mode use + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG" + +/** + * A variable controlling whether to prefer a low-power GPU on multi-GPU + * systems. + * + * This variable can be set to the following values: + * + * - "0": Prefer high-performance GPU (default) + * - "1": Prefer low-power GPU + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_GPU_LOW_POWER "SDL_RENDER_GPU_LOW_POWER" + +/** + * A variable specifying which render driver to use. + * + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, creating a renderer will fail. + * + * This variable is case insensitive and can be set to the following values: + * + * - "direct3d" + * - "direct3d11" + * - "direct3d12" + * - "opengl" + * - "opengles2" + * - "opengles" + * - "metal" + * - "vulkan" + * - "gpu" + * - "software" + * + * This hint accepts a comma-separated list of driver names, and each will be + * tried in the order listed when creating a renderer until one succeeds or + * all of them fail. + * + * The default varies by platform, but it's the first one in the list that is + * available on the current platform. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + +/** + * A variable controlling how the 2D render API renders lines. + * + * The variable can be set to the following values: + * + * - "0": Use the default line drawing method (Bresenham's line algorithm) + * - "1": Use the driver point API using Bresenham's line algorithm (correct, + * draws many points) + * - "2": Use the driver line API (occasionally misses line endpoints based on + * hardware driver quirks + * - "3": Use the driver geometry API (correct, draws thicker diagonal lines) + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" + +/** + * A variable controlling whether the Metal render driver select low power + * device over default one. + * + * The variable can be set to the following values: + * + * - "0": Use the preferred OS device. (default) + * - "1": Select a low power device. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" + +/** + * A variable controlling whether updates to the SDL screen surface should be + * synchronized with the vertical refresh, to avoid tearing. + * + * This hint overrides the application preference when creating a renderer. + * + * The variable can be set to the following values: + * + * - "0": Disable vsync. (default) + * - "1": Enable vsync. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" + +/** + * A variable to control whether the return key on the soft keyboard should + * hide the soft keyboard on Android and iOS. + * + * This hint sets the default value of SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN. + * + * The variable can be set to the following values: + * + * - "0": The return key will be handled as a key event. (default) + * - "1": The return key will hide the keyboard. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" + +/** + * A variable containing a list of ROG gamepad capable mice. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED + */ +#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" + +/** + * A variable containing a list of devices that are not ROG gamepad capable + * mice. + * + * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" + +/** + * A variable controlling which Dispmanx layer to use on a Raspberry PI. + * + * Also known as Z-order. The variable can take a negative or positive value. + * The default is 10000. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" + +/** + * Specify an "activity name" for screensaver inhibition. + * + * Some platforms, notably Linux desktops, list the applications which are + * inhibiting the screensaver or other power-saving features. + * + * This hint lets you specify the "activity name" sent to the OS when + * SDL_DisableScreenSaver() is used (or the screensaver is automatically + * disabled). The contents of this hint are used when the screensaver is + * disabled. You should use a string that describes what your program is doing + * (and, therefore, why the screensaver is disabled). For example, "Playing a + * game" or "Watching a video". + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Playing a game" or something similar. + * + * This hint should be set before calling SDL_DisableScreenSaver() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" + +/** + * A variable controlling whether SDL calls dbus_shutdown() on quit. + * + * This is useful as a debug tool to validate memory leaks, but shouldn't ever + * be set in production applications, as other libraries used by the + * application might use dbus under the hood and this can cause crashes if + * they continue after SDL_Quit(). + * + * The variable can be set to the following values: + * + * - "0": SDL will not call dbus_shutdown() on quit. (default) + * - "1": SDL will call dbus_shutdown() on quit. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" + +/** + * A variable that specifies a backend to use for title storage. + * + * By default, SDL will try all available storage backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target, such as "pc" if, say, you are on Steam but + * want to avoid SteamRemoteStorage for title data. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" + +/** + * A variable that specifies a backend to use for user storage. + * + * By default, SDL will try all available storage backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target, such as "pc" if, say, you are on Steam but + * want to avoid SteamRemoteStorage for user data. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" + +/** + * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as + * realtime. + * + * On some platforms, like Linux, a realtime priority thread may be subject to + * restrictions that require special handling by the application. This hint + * exists to let SDL know that the app is prepared to handle said + * restrictions. + * + * On Linux, SDL will apply the following configuration to any thread that + * becomes realtime: + * + * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, + * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. + * - Exceeding this limit will result in the kernel sending SIGKILL to the + * app, refer to the man pages for more information. + * + * The variable can be set to the following values: + * + * - "0": default platform specific behaviour + * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling + * policy + * + * This hint should be set before calling SDL_SetCurrentThreadPriority() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" + +/** + * A string specifying additional information to use with + * SDL_SetCurrentThreadPriority. + * + * By default SDL_SetCurrentThreadPriority will make appropriate system + * changes in order to apply a thread priority. For example on systems using + * pthreads the scheduler policy is changed automatically to a policy that + * works well with a given priority. Code which has specific requirements can + * override SDL's default behavior with this hint. + * + * pthread hint values are "current", "other", "fifo" and "rr". Currently no + * other platform hint values are defined but may be in the future. + * + * On Linux, the kernel may send SIGKILL to realtime tasks which exceed the + * distro configured execution budget for rtkit. This budget can be queried + * through RLIMIT_RTTIME after calling SDL_SetCurrentThreadPriority(). + * + * This hint should be set before calling SDL_SetCurrentThreadPriority() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" + +/** + * A variable that controls the timer resolution, in milliseconds. + * + * The higher resolution the timer, the more frequently the CPU services timer + * interrupts, and the more precise delays are, but this takes up power and + * CPU time. This hint is only used on Windows. + * + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * + * The default value is "1". + * + * If this variable is set to "0", the system timer resolution is not set. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" + +/** + * A variable controlling whether touch events should generate synthetic mouse + * events. + * + * The variable can be set to the following values: + * + * - "0": Touch events will not generate mouse events. + * - "1": Touch events will generate mouse events. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * A variable controlling whether trackpads should be treated as touch + * devices. + * + * On macOS (and possibly other platforms in the future), SDL will report + * touches on a trackpad as mouse input, which is generally what users expect + * from this device; however, these are often actually full multitouch-capable + * touch devices, so it might be preferable to some apps to treat them as + * such. + * + * The variable can be set to the following values: + * + * - "0": Trackpad will send mouse events. (default) + * - "1": Trackpad will send touch events. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" + +/** + * A variable controlling whether the Android / tvOS remotes should be listed + * as joystick devices, instead of sending keyboard events. + * + * The variable can be set to the following values: + * + * - "0": Remotes send enter/escape/arrow key events. + * - "1": Remotes are available as 2 axis, 2 button joysticks. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" + +/** + * A variable controlling whether the screensaver is enabled. + * + * The variable can be set to the following values: + * + * - "0": Disable screensaver. (default) + * - "1": Enable screensaver. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" + +/** + * A comma separated list containing the names of the displays that SDL should + * sort to the front of the display list. + * + * When this hint is set, displays with matching name strings will be + * prioritized in the list of displays, as exposed by calling + * SDL_GetDisplays(), with the first listed becoming the primary display. The + * naming convention can vary depending on the environment, but it is usually + * a connector name (e.g. 'DP-1', 'DP-2', 'HDMI-A-1',etc...). + * + * On Wayland and X11 desktops, the connector names associated with displays + * can typically be found by using the `xrandr` utility. + * + * This hint is currently supported on the following drivers: + * + * - KMSDRM (kmsdrm) + * - Wayland (wayland) + * - X11 (x11) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DISPLAY_PRIORITY "SDL_VIDEO_DISPLAY_PRIORITY" + +/** + * Tell the video driver that we only want a double buffer. + * + * By default, most lowlevel 2D APIs will use a triple buffer scheme that + * wastes no CPU time on waiting for vsync after issuing a flip, but + * introduces a frame of latency. On the other hand, using a double buffer + * scheme instead is recommended for cases where low latency is an important + * factor because we save a whole frame of latency. + * + * We do so by waiting for vsync immediately after issuing a flip, usually + * just after eglSwapBuffers call in the backend's *_SwapWindow function. + * + * This hint is currently supported on the following drivers: + * + * - Raspberry Pi (raspberrypi) + * - Wayland (wayland) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" + +/** + * A variable that specifies a video backend to use. + * + * By default, SDL will try all available video backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific target, such as "x11" if, say, you are on Wayland but want + * to try talking to the X server instead. + * + * This hint accepts a comma-separated list of driver names, and each will be + * tried in the order listed during init, until one succeeds or all of them + * fail. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" + +/** + * A variable controlling whether the dummy video driver saves output frames. + * + * - "0": Video frames are not saved to disk. (default) + * - "1": Video frames are saved to files in the format "SDL_windowX-Y.bmp", + * where X is the window ID, and Y is the frame number. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES" + +/** + * If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. + * + * The variable can be set to one of the following values: + * + * - "0": Do not fall back to eglGetDisplay. + * - "1": Fall back to eglGetDisplay if eglGetPlatformDisplay fails. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK" + +/** + * A variable controlling whether the OpenGL context should be created with + * EGL. + * + * The variable can be set to the following values: + * + * - "0": Use platform-specific GL context creation API (GLX, WGL, CGL, etc). + * (default) + * - "1": Use EGL + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" + +/** + * A variable that specifies the policy for fullscreen Spaces on macOS. + * + * The variable can be set to the following values: + * + * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and + * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their + * titlebars). + * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and + * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their + * titlebars). (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" + +/** + * A variable that specifies the menu visibility when a window is fullscreen + * in Spaces on macOS. + * + * The variable can be set to the following values: + * + * - "0": The menu will be hidden when the window is in a fullscreen space, + * and not accessible by moving the mouse to the top of the screen. + * - "1": The menu will be accessible when the window is in a fullscreen + * space. + * - "auto": The menu will be hidden if fullscreen mode was toggled on + * programmatically via `SDL_SetWindowFullscreen()`, and accessible if + * fullscreen was entered via the "fullscreen" button on the window title + * bar. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY" + +/** + * A variable controlling whether fullscreen windows are minimized when they + * lose focus. + * + * The variable can be set to the following values: + * + * - "0": Fullscreen windows will not be minimized when they lose focus. + * (default) + * - "1": Fullscreen windows are minimized when they lose focus. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" + +/** + * A variable controlling whether the offscreen video driver saves output + * frames. + * + * This only saves frames that are generated using software rendering, not + * accelerated OpenGL rendering. + * + * - "0": Video frames are not saved to disk. (default) + * - "1": Video frames are saved to files in the format "SDL_windowX-Y.bmp", + * where X is the window ID, and Y is the frame number. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES" + +/** + * A variable controlling whether all window operations will block until + * complete. + * + * Window systems that run asynchronously may not have the results of window + * operations that resize or move the window applied immediately upon the + * return of the requesting function. Setting this hint will cause such + * operations to block after every call until the pending operation has + * completed. Setting this to '1' is the equivalent of calling + * SDL_SyncWindow() after every function call. + * + * Be aware that amount of time spent blocking while waiting for window + * operations to complete can be quite lengthy, as animations may have to + * complete, which can take upwards of multiple seconds in some cases. + * + * The variable can be set to the following values: + * + * - "0": Window operations are non-blocking. (default) + * - "1": Window operations will block until completed. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" + +/** + * A variable controlling whether the libdecor Wayland backend is allowed to + * be used. + * + * libdecor is used over xdg-shell when xdg-decoration protocol is + * unavailable. + * + * The variable can be set to the following values: + * + * - "0": libdecor use is disabled. + * - "1": libdecor use is enabled. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" + +/** + * A variable controlling whether video mode emulation is enabled under + * Wayland. + * + * When this hint is set, a standard set of emulated CVT video modes will be + * exposed for use by the application. If it is disabled, the only modes + * exposed will be the logical desktop size and, in the case of a scaled + * desktop, the native display resolution. + * + * The variable can be set to the following values: + * + * - "0": Video mode emulation is disabled. + * - "1": Video mode emulation is enabled. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" + +/** + * A variable controlling how modes with a non-native aspect ratio are + * displayed under Wayland. + * + * When this hint is set, the requested scaling will be used when displaying + * fullscreen video modes that don't match the display's native aspect ratio. + * This is contingent on compositor viewport support. + * + * The variable can be set to the following values: + * + * - "aspect" - Video modes will be displayed scaled, in their proper aspect + * ratio, with black bars. + * - "stretch" - Video modes will be scaled to fill the entire display. + * (default) + * - "none" - Video modes will be displayed as 1:1 with no scaling. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING" + +/** + * A variable controlling whether the libdecor Wayland backend is preferred + * over native decorations. + * + * When this hint is set, libdecor will be used to provide window decorations, + * even if xdg-decoration is available. (Note that, by default, libdecor will + * use xdg-decoration itself if available). + * + * The variable can be set to the following values: + * + * - "0": libdecor is enabled only if server-side decorations are unavailable. + * (default) + * - "1": libdecor is always enabled if available. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" + +/** + * A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling. + * + * This must be set before initializing the video subsystem. + * + * When this hint is set, Wayland windows that are not flagged as being + * DPI-aware will be output with scaling designed to force 1:1 pixel mapping. + * + * This is intended to allow legacy applications to be displayed without + * desktop scaling being applied, and has issues with certain display + * configurations, as this forces the window to behave in a way that Wayland + * desktops were not designed to accommodate: + * + * - Rounding errors can result with odd window sizes and/or desktop scales, + * which can cause the window contents to appear slightly blurry. + * - Positioning the window may be imprecise due to unit conversions and + * rounding. + * - The window may be unusably small on scaled desktops. + * - The window may jump in size when moving between displays of different + * scale factors. + * - Displays may appear to overlap when using a multi-monitor setup with + * scaling enabled. + * - Possible loss of cursor precision due to the logical size of the window + * being reduced. + * + * New applications should be designed with proper DPI awareness handling + * instead of enabling this. + * + * The variable can be set to the following values: + * + * - "0": Windows will be scaled normally. + * - "1": Windows will be forced to scale to achieve 1:1 output. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY" + +/** + * A variable specifying which shader compiler to preload when using the + * Chrome ANGLE binaries. + * + * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can + * use two different sets of binaries, those compiled by the user from source + * or those provided by the Chrome browser. In the later case, these binaries + * require that SDL loads a DLL providing the shader compiler. + * + * The variable can be set to the following values: + * + * - "d3dcompiler_46.dll" - best for Vista or later. (default) + * - "d3dcompiler_43.dll" - for XP support. + * - "none" - do not load any library, useful if you compiled ANGLE from + * source and included the compiler in your binaries. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" + +/** + * A variable controlling whether SDL should call XSelectInput() to enable + * input events on X11 windows wrapped by SDL windows. + * + * The variable can be set to the following values: + * + * - "0": Don't call XSelectInput(), assuming the native window code has done + * it already. + * - "1": Call XSelectInput() to enable input events. (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.10. + */ +#define SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT "SDL_VIDEO_X11_EXTERNAL_WINDOW_INPUT" + +/** + * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint + * should be used. + * + * The variable can be set to the following values: + * + * - "0": Disable _NET_WM_BYPASS_COMPOSITOR. + * - "1": Enable _NET_WM_BYPASS_COMPOSITOR. (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" + +/** + * A variable controlling whether the X11 _NET_WM_PING protocol should be + * supported. + * + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they + * can turn it off to avoid the window manager thinking the app is hung. + * + * The variable can be set to the following values: + * + * - "0": Disable _NET_WM_PING. + * - "1": Enable _NET_WM_PING. (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" + +/** + * A variable controlling whether SDL uses DirectColor visuals. + * + * The variable can be set to the following values: + * + * - "0": Disable DirectColor visuals. + * - "1": Enable DirectColor visuals. (default) + * + * This hint should be set before initializing the video subsystem. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR" + +/** + * A variable forcing the content scaling factor for X11 displays. + * + * The variable can be set to a floating point value in the range 1.0-10.0f + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" + +/** + * A variable forcing the visual ID used for X11 display modes. + * + * This hint should be set before initializing the video subsystem. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID" + +/** + * A variable forcing the visual ID chosen for new X11 windows. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" + +/** + * A variable controlling whether the X11 XRandR extension should be used. + * + * The variable can be set to the following values: + * + * - "0": Disable XRandR. + * - "1": Enable XRandR. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" + +/** + * A variable controlling whether touch should be enabled on the back panel of + * the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "0": Disable touch on the back panel. + * - "1": Enable touch on the back panel. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_ENABLE_BACK_TOUCH "SDL_VITA_ENABLE_BACK_TOUCH" + +/** + * A variable controlling whether touch should be enabled on the front panel + * of the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "0": Disable touch on the front panel. + * - "1": Enable touch on the front panel. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH "SDL_VITA_ENABLE_FRONT_TOUCH" + +/** + * A variable controlling the module path on the PlayStation Vita. + * + * This hint defaults to "app0:module" + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_MODULE_PATH "SDL_VITA_MODULE_PATH" + +/** + * A variable controlling whether to perform PVR initialization on the + * PlayStation Vita. + * + * - "0": Skip PVR initialization. + * - "1": Perform the normal PVR initialization. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_PVR_INIT "SDL_VITA_PVR_INIT" + +/** + * A variable overriding the resolution reported on the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "544": 544p (default) + * - "720": 725p for PSTV + * - "1080": 1088i for PSTV + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION" + +/** + * A variable controlling whether OpenGL should be used instead of OpenGL ES + * on the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "0": Use OpenGL ES. (default) + * - "1": Use OpenGL. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_PVR_OPENGL "SDL_VITA_PVR_OPENGL" + +/** + * A variable controlling which touchpad should generate synthetic mouse + * events. + * + * The variable can be set to the following values: + * + * - "0": Only front touchpad should generate mouse events. (default) + * - "1": Only back touchpad should generate mouse events. + * - "2": Both touchpads should generate mouse events. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" + +/** + * A variable overriding the display index used in SDL_Vulkan_CreateSurface() + * + * The display index starts at 0, which is the default. + * + * This hint should be set before calling SDL_Vulkan_CreateSurface() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY" + +/** + * Specify the Vulkan library to load. + * + * This hint should be set before creating a Vulkan window or calling + * SDL_Vulkan_LoadLibrary(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY" + +/** + * A variable controlling how the fact chunk affects the loading of a WAVE + * file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they + * produce multiple sample frames per block and truncating the block is not + * allowed. The fact chunk can exactly specify how many sample frames there + * should be in this case. + * + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. + * + * The variable can be set to the following values: + * + * - "truncate" - Use the number of samples to truncate the wave data if the + * fact chunk is present and valid. + * - "strict" - Like "truncate", but raise an error if the fact chunk is + * invalid, not present for non-PCM formats, or if the data chunk doesn't + * have that many samples. + * - "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero. + * - "ignore" - Ignore fact chunk entirely. (default) + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" + +/** + * A variable controlling the maximum number of chunks in a WAVE file. + * + * This sets an upper bound on the number of chunks in a WAVE file to avoid + * wasting time on malformed or corrupt WAVE files. This defaults to "10000". + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT" + +/** + * A variable controlling how the size of the RIFF chunk affects the loading + * of a WAVE file. + * + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable + * boundary. By default, SDL stops after 10000 chunks to prevent wasting time. + * Use SDL_HINT_WAVE_CHUNK_LIMIT to adjust this value. + * + * The variable can be set to the following values: + * + * - "force" - Always use the RIFF chunk size as a boundary for the chunk + * search. + * - "ignorezero" - Like "force", but a zero size searches up to 4 GiB. + * (default) + * - "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB. + * - "maximum" - Search for chunks until the end of file. (not recommended) + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" + +/** + * A variable controlling how a truncated WAVE file is handled. + * + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. + * + * The variable can be set to the following values: + * + * - "verystrict" - Raise an error if the file is truncated. + * - "strict" - Like "verystrict", but the size of the RIFF chunk is ignored. + * - "dropframe" - Decode until the first incomplete sample frame. + * - "dropblock" - Decode until the first incomplete block. (default) + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" + +/** + * A variable controlling whether the window is activated when the + * SDL_RaiseWindow function is called. + * + * The variable can be set to the following values: + * + * - "0": The window is not activated when the SDL_RaiseWindow function is + * called. + * - "1": The window is activated when the SDL_RaiseWindow function is called. + * (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" + +/** + * A variable controlling whether the window is activated when the + * SDL_ShowWindow function is called. + * + * The variable can be set to the following values: + * + * - "0": The window is not activated when the SDL_ShowWindow function is + * called. + * - "1": The window is activated when the SDL_ShowWindow function is called. + * (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" + +/** + * If set to "0" then never set the top-most flag on an SDL Window even if the + * application requests it. + * + * This is a debugging aid for developers and not expected to be used by end + * users. + * + * The variable can be set to the following values: + * + * - "0": don't allow topmost + * - "1": allow topmost (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST" + +/** + * A variable controlling whether the window frame and title bar are + * interactive when the cursor is hidden. + * + * The variable can be set to the following values: + * + * - "0": The window frame is not interactive when the cursor is hidden (no + * move, resize, etc). + * - "1": The window frame is interactive when the cursor is hidden. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" + +/** + * A variable controlling whether SDL generates window-close events for Alt+F4 + * on Windows. + * + * The variable can be set to the following values: + * + * - "0": SDL will only do normal key handling for Alt+F4. + * - "1": SDL will generate a window-close event when it sees Alt+F4. + * (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4" + +/** + * A variable controlling whether menus can be opened with their keyboard + * shortcut (Alt+mnemonic). + * + * If the mnemonics are enabled, then menus can be opened by pressing the Alt + * key and the corresponding mnemonic (for example, Alt+F opens the File + * menu). However, in case an invalid mnemonic is pressed, Windows makes an + * audible beep to convey that nothing happened. This is true even if the + * window has no menu at all! + * + * Because most SDL applications don't have menus, and some want to use the + * Alt key for other purposes, SDL disables mnemonics (and the beeping) by + * default. + * + * Note: This also affects keyboard events: with mnemonics enabled, when a + * menu is opened from the keyboard, you will not receive a KEYUP event for + * the mnemonic key, and *might* not receive one for Alt. + * + * The variable can be set to the following values: + * + * - "0": Alt+mnemonic does nothing, no beeping. (default) + * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" + +/** + * A variable controlling whether the windows message loop is processed by + * SDL. + * + * The variable can be set to the following values: + * + * - "0": The window message loop is not run. + * - "1": The window message loop is processed in SDL_PumpEvents(). (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" + +/** + * A variable controlling whether GameInput is used for raw keyboard and mouse + * on Windows. + * + * The variable can be set to the following values: + * + * - "0": GameInput is not used for raw keyboard and mouse events. + * - "1": GameInput is used for raw keyboard and mouse events, if available. + * (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT" + +/** + * A variable controlling whether raw keyboard events are used on Windows. + * + * The variable can be set to the following values: + * + * - "0": The Windows message loop is used for keyboard events. (default) + * - "1": Low latency raw keyboard events are used. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" + +/** + * A variable controlling whether SDL uses Kernel Semaphores on Windows. + * + * Kernel Semaphores are inter-process and require a context switch on every + * interaction. On Windows 8 and newer, the WaitOnAddress API is available. + * Using that and atomics to implement semaphores increases performance. SDL + * will fall back to Kernel Objects on older OS versions or if forced to by + * this hint. + * + * The variable can be set to the following values: + * + * - "0": Use Atomics and WaitOnAddress API when available, otherwise fall + * back to Kernel Objects. (default) + * - "1": Force the use of Kernel Objects in all cases. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" + +/** + * A variable to specify custom icon resource id from RC file on Windows + * platform. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" + +/** + * A variable to specify custom icon resource id from RC file on Windows + * platform. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" + +/** + * A variable controlling whether SDL uses the D3D9Ex API introduced in + * Windows Vista, instead of normal D3D9. + * + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may + * require some changes to your application to cope with the new behavior, so + * this is disabled by default. + * + * For more information on Direct3D 9Ex, see: + * + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements + * + * The variable can be set to the following values: + * + * - "0": Use the original Direct3D 9 API. (default) + * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex + * is unavailable) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" + +/** + * A variable controlling whether SDL will clear the window contents when the + * WM_ERASEBKGND message is received. + * + * The variable can be set to the following values: + * + * - "0"/"never": Never clear the window. + * - "1"/"initial": Clear the window when the first WM_ERASEBKGND event fires. + * (default) + * - "2"/"always": Clear the window on every WM_ERASEBKGND event. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE" + +/** + * A variable controlling whether X11 windows are marked as override-redirect. + * + * If set, this _might_ increase framerate at the expense of the desktop not + * working as expected. Override-redirect windows aren't noticed by the window + * manager at all. + * + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! + * + * The variable can be set to the following values: + * + * - "0": Do not mark the window as override-redirect. (default) + * - "1": Mark the window as override-redirect. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" + +/** + * A variable specifying the type of an X11 window. + * + * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to + * report to the window manager the type of window it wants to create. This + * might be set to various things if SDL_WINDOW_TOOLTIP or + * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that + * haven't set a specific type, this hint can be used to specify a custom + * type. For example, a dock window might set this to + * "_NET_WM_WINDOW_TYPE_DOCK". + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" + +/** + * Specify the XCB library to load for the X11 driver. + * + * The default is platform-specific, often "libX11-xcb.so.1". + * + * This hint should be set before initializing the video subsystem. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY" + +/** + * A variable controlling whether XInput should be used for controller + * handling. + * + * The variable can be set to the following values: + * + * - "0": XInput is not enabled. + * - "1": XInput is enabled. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" + +/** + * A variable controlling response to SDL_assert failures. + * + * The variable can be set to the following case-sensitive values: + * + * - "abort": Program terminates immediately. + * - "break": Program triggers a debugger breakpoint. + * - "retry": Program reruns the SDL_assert's test again. + * - "ignore": Program continues on, ignoring this assertion failure this + * time. + * - "always_ignore": Program continues on, ignoring this assertion failure + * for the rest of the run. + * + * Note that SDL_SetAssertionHandler offers a programmatic means to deal with + * assertion failures through a callback, and this hint is largely intended to + * be used via environment variables by end users and automated tools. + * + * This hint should be set before an assertion failure is triggered and can be + * changed at any time. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ASSERT "SDL_ASSERT" + +/** + * A variable controlling whether pen events should generate synthetic mouse + * events. + * + * The variable can be set to the following values: + * + * - "0": Pen events will not generate mouse events. + * - "1": Pen events will generate mouse events. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_PEN_MOUSE_EVENTS "SDL_PEN_MOUSE_EVENTS" + +/** + * A variable controlling whether pen events should generate synthetic touch + * events. + * + * The variable can be set to the following values: + * + * - "0": Pen events will not generate touch events. + * - "1": Pen events will generate touch events. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_PEN_TOUCH_EVENTS "SDL_PEN_TOUCH_EVENTS" + + +/** + * An enumeration of hint priorities. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_HintPriority +{ + SDL_HINT_DEFAULT, + SDL_HINT_NORMAL, + SDL_HINT_OVERRIDE +} SDL_HintPriority; + +/** + * Set a hint with a specific priority. + * + * The priority controls the behavior when setting a hint that already has a + * value. Hints will replace existing hints of their priority and lower. + * Environment variables are considered to have override priority. + * + * \param name the hint to set. + * \param value the value of the hint variable. + * \param priority the SDL_HintPriority level for the hint. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHint + * \sa SDL_ResetHint + * \sa SDL_SetHint + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority); + +/** + * Set a hint with normal priority. + * + * Hints will not be set if there is an existing override hint or environment + * variable that takes precedence. You can use SDL_SetHintWithPriority() to + * set the hint with override priority instead. + * + * \param name the hint to set. + * \param value the value of the hint variable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHint + * \sa SDL_ResetHint + * \sa SDL_SetHintWithPriority + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHint(const char *name, const char *value); + +/** + * Reset a hint to the default value. + * + * This will reset a hint to the value of the environment variable, or NULL if + * the environment isn't set. Callbacks will be called normally with this + * change. + * + * \param name the hint to set. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetHint + * \sa SDL_ResetHints + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResetHint(const char *name); + +/** + * Reset all hints to the default values. + * + * This will reset all hints to the value of the associated environment + * variable, or NULL if the environment isn't set. Callbacks will be called + * normally with this change. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResetHint + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetHints(void); + +/** + * Get the value of a hint. + * + * \param name the hint to query. + * \returns the string value of a hint or NULL if the hint isn't set. + * + * \threadsafety It is safe to call this function from any thread, however the + * return value only remains valid until the hint is changed; if + * another thread might do so, the app should supply locks + * and/or make a copy of the string. Note that using a hint + * callback instead is always thread-safe, as SDL holds a lock + * on the thread subsystem during the callback. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetHint + * \sa SDL_SetHintWithPriority + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); + +/** + * Get the boolean value of a hint variable. + * + * \param name the name of the hint to get the boolean value from. + * \param default_value the value to return if the hint does not exist. + * \returns the boolean value of a hint or the provided default value if the + * hint does not exist. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHint + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetHintBoolean(const char *name, bool default_value); + +/** + * A callback used to send notifications of hint value changes. + * + * This is called an initial time during SDL_AddHintCallback with the hint's + * current value, and then again each time the hint's value changes. + * + * \param userdata what was passed as `userdata` to SDL_AddHintCallback(). + * \param name what was passed as `name` to SDL_AddHintCallback(). + * \param oldValue the previous hint value. + * \param newValue the new value hint is to be set to. + * + * \threadsafety This callback is fired from whatever thread is setting a new + * hint value. SDL holds a lock on the hint subsystem when + * calling this callback. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_AddHintCallback + */ +typedef void(SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); + +/** + * Add a function to watch a particular hint. + * + * The callback function is called _during_ this function, to provide it an + * initial value, and again each time the hint's value changes. + * + * \param name the hint to watch. + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes. + * \param userdata a pointer to pass to the callback function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveHintCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata); + +/** + * Remove a function watching a particular hint. + * + * \param name the hint being watched. + * \param callback an SDL_HintCallback function that will be called when the + * hint value changes. + * \param userdata a pointer being passed to the callback function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddHintCallback + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveHintCallback(const char *name, + SDL_HintCallback callback, + void *userdata); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_hints_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_init.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_init.h new file mode 100644 index 0000000..adf0de8 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_init.h @@ -0,0 +1,497 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryInit + * + * All SDL programs need to initialize the library before starting to work + * with it. + * + * Almost everything can simply call SDL_Init() near startup, with a handful + * of flags to specify subsystems to touch. These are here to make sure SDL + * does not even attempt to touch low-level pieces of the operating system + * that you don't intend to use. For example, you might be using SDL for video + * and input but chose an external library for audio, and in this case you + * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that + * external library has complete control. + * + * Most apps, when terminating, should call SDL_Quit(). This will clean up + * (nearly) everything that SDL might have allocated, and crucially, it'll + * make sure that the display's resolution is back to what the user expects if + * you had previously changed it for your game. + * + * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup + * to fill in details about the program. This is completely optional, but it + * helps in small ways (we can provide an About dialog box for the macOS menu, + * we can name the app in the system's audio mixer, etc). Those that want to + * provide a _lot_ of information should look at the more-detailed + * SDL_SetAppMetadataProperty(). + */ + +#ifndef SDL_init_h_ +#define SDL_init_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* As of version 0.5, SDL is loaded dynamically into the application */ + +/** + * Initialization flags for SDL_Init and/or SDL_InitSubSystem + * + * These are the flags which may be passed to SDL_Init(). You should specify + * the subsystems which you will be using in your application. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_InitSubSystem + * \sa SDL_QuitSubSystem + * \sa SDL_WasInit + */ +typedef Uint32 SDL_InitFlags; + +#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */ +#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */ +#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */ +#define SDL_INIT_HAPTIC 0x00001000u +#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */ +#define SDL_INIT_EVENTS 0x00004000u +#define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */ +#define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */ + +/** + * Return values for optional main callbacks. + * + * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, + * SDL_AppEvent, or SDL_AppIterate will terminate the program and report + * success/failure to the operating system. What that means is + * platform-dependent. On Unix, for example, on success, the process error + * code will be zero, and on failure it will be 1. This interface doesn't + * allow you to return specific exit codes, just whether there was an error + * generally or not. + * + * Returning SDL_APP_CONTINUE from these functions will let the app continue + * to run. + * + * See + * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3) + * for complete details. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AppResult +{ + SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */ + SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */ + SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */ +} SDL_AppResult; + +/** + * Function pointer typedef for SDL_AppInit. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppInit directly. + * + * \param appstate a place where the app can optionally store a pointer for + * future use. + * \param argc the standard ANSI C main's argc; number of elements in `argv`. + * \param argv the standard ANSI C main's argv; array of command line + * arguments. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]); + +/** + * Function pointer typedef for SDL_AppIterate. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppIterate directly. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate); + +/** + * Function pointer typedef for SDL_AppEvent. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppEvent directly. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param event the new event for the app to examine. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event); + +/** + * Function pointer typedef for SDL_AppQuit. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppEvent directly. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param result the result code that terminated the app (success or failure). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result); + + +/** + * Initialize the SDL library. + * + * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the + * two may be used interchangeably. Though for readability of your code + * SDL_InitSubSystem() might be preferred. + * + * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) + * subsystems are initialized by default. Message boxes + * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the + * video subsystem, in hopes of being useful in showing an error dialog when + * SDL_Init fails. You must specifically initialize other subsystems if you + * use them in your application. + * + * Logging (such as SDL_Log) works without initialization, too. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events + * subsystem + * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events + * subsystem, should be initialized on the main thread. + * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the + * events subsystem + * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem + * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the + * joystick subsystem + * - `SDL_INIT_EVENTS`: events subsystem + * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events + * subsystem + * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events + * subsystem + * + * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() + * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or + * call SDL_Quit() to force shutdown). If a subsystem is already loaded then + * this call will increase the ref-count and return. + * + * Consider reporting some basic metadata about your application before + * calling SDL_Init, using either SDL_SetAppMetadata() or + * SDL_SetAppMetadataProperty(). + * + * \param flags subsystem initialization flags. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAppMetadata + * \sa SDL_SetAppMetadataProperty + * \sa SDL_InitSubSystem + * \sa SDL_Quit + * \sa SDL_SetMainReady + * \sa SDL_WasInit + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags); + +/** + * Compatibility function to initialize the SDL library. + * + * This function and SDL_Init() are interchangeable. + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_QuitSubSystem + */ +extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags); + +/** + * Shut down specific SDL subsystems. + * + * You still need to call SDL_Quit() even if you close all open subsystems + * with SDL_QuitSubSystem(). + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + */ +extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags); + +/** + * Get a mask of the specified subsystems which are currently initialized. + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it + * returns the initialization status of the specified subsystems. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_InitSubSystem + */ +extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags); + +/** + * Clean up all initialized subsystems. + * + * You should call this function even if you have already shutdown each + * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this + * function even in the case of errors in initialization. + * + * You can use this function with atexit() to ensure that it is run when your + * application is shutdown, but it is not wise to do this from a library or + * other dynamically loaded code. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_QuitSubSystem + */ +extern SDL_DECLSPEC void SDLCALL SDL_Quit(void); + +/** + * Return whether this is the main thread. + * + * On Apple platforms, the main thread is the thread that runs your program's + * main() entry point. On other platforms, the main thread is the one that + * calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs + * your program's main() entry point. If you are using the main callbacks, + * SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the + * main thread. + * + * \returns true if this thread is the main thread, or false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RunOnMainThread + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void); + +/** + * Callback run on the main thread. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_RunOnMainThread + */ +typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata); + +/** + * Call a function on the main thread during event processing. + * + * If this is called on the main thread, the callback is executed immediately. + * If this is called on another thread, this callback is queued for execution + * on the main thread during event processing. + * + * Be careful of deadlocks when using this functionality. You should not have + * the main thread wait for the current thread while this function is being + * called with `wait_complete` true. + * + * \param callback the callback to call on the main thread. + * \param userdata a pointer that is passed to `callback`. + * \param wait_complete true to wait for the callback to complete, false to + * return immediately. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IsMainThread + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete); + +/** + * Specify basic metadata about your app. + * + * You can optionally provide metadata about your app to SDL. This is not + * required, but strongly encouraged. + * + * There are several locations where SDL can make use of metadata (an "About" + * box in the macOS menu bar, the name of the app can be shown on some audio + * mixers, etc). Any piece of metadata can be left as NULL, if a specific + * detail doesn't make sense for the app. + * + * This function should be called as early as possible, before SDL_Init. + * Multiple calls to this function are allowed, but various state might not + * change once it has been set up with a previous call to this function. + * + * Passing a NULL removes any previous metadata. + * + * This is a simplified interface for the most important information. You can + * supply significantly more detailed metadata with + * SDL_SetAppMetadataProperty(). + * + * \param appname The name of the application ("My Game 2: Bad Guy's + * Revenge!"). + * \param appversion The version of the application ("1.0.0beta5" or a git + * hash, or whatever makes sense). + * \param appidentifier A unique string in reverse-domain format that + * identifies this app ("com.example.mygame2"). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAppMetadataProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier); + +/** + * Specify metadata about your app through a set of properties. + * + * You can optionally provide metadata about your app to SDL. This is not + * required, but strongly encouraged. + * + * There are several locations where SDL can make use of metadata (an "About" + * box in the macOS menu bar, the name of the app can be shown on some audio + * mixers, etc). Any piece of metadata can be left out, if a specific detail + * doesn't make sense for the app. + * + * This function should be called as early as possible, before SDL_Init. + * Multiple calls to this function are allowed, but various state might not + * change once it has been set up with a previous call to this function. + * + * Once set, this metadata can be read using SDL_GetAppMetadataProperty(). + * + * These are the supported properties: + * + * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the + * application, like "My Game 2: Bad Guy's Revenge!". This will show up + * anywhere the OS shows the name of the application separately from window + * titles, such as volume control applets, etc. This defaults to "SDL + * Application". + * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is + * running; there are no rules on format, so "1.0.3beta2" and "April 22nd, + * 2024" and a git hash are all valid options. This has no default. + * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that + * identifies this app. This must be in reverse-domain format, like + * "com.example.mygame2". This string is used by desktop compositors to + * identify and group windows together, as well as match applications with + * associated desktop settings and icons. If you plan to package your + * application in a container such as Flatpak, the app ID should match the + * name of your Flatpak container as well. This has no default. + * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the + * creator/developer/maker of this app, like "MojoWorkshop, LLC" + * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright + * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this + * to one line, don't paste a copy of a whole software license in here. This + * has no default. + * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a + * product page, or a storefront, or even a GitHub repository, for user's + * further information This has no default. + * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is. + * Currently this string can be "game" for a video game, "mediaplayer" for a + * media player, or generically "application" if nothing else applies. + * Future versions of SDL might add new types. This defaults to + * "application". + * + * \param name the name of the metadata property to set. + * \param value the value of the property, or NULL to remove that property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAppMetadataProperty + * \sa SDL_SetAppMetadata + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value); + +#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" +#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" +#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" +#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" +#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" +#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" +#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" + +/** + * Get metadata about your app. + * + * This returns metadata previously set using SDL_SetAppMetadata() or + * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list + * of available properties and their meanings. + * + * \param name the name of the metadata property to get. + * \returns the current value of the metadata property, or the default if it + * is not set, NULL for properties with no default. + * + * \threadsafety It is safe to call this function from any thread, although + * the string returned is not protected and could potentially be + * freed if you call SDL_SetAppMetadataProperty() to set that + * property from another thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAppMetadata + * \sa SDL_SetAppMetadataProperty + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_init_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_intrin.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_intrin.h new file mode 100644 index 0000000..bac6d7a --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_intrin.h @@ -0,0 +1,407 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Intrinsics */ + +/** + * # CategoryIntrinsics + * + * SDL does some preprocessor gymnastics to determine if any CPU-specific + * compiler intrinsics are available, as this is not necessarily an easy thing + * to calculate, and sometimes depends on quirks of a system, versions of + * build tools, and other external forces. + * + * Apps including SDL's headers will be able to check consistent preprocessor + * definitions to decide if it's safe to use compiler intrinsics for a + * specific CPU architecture. This check only tells you that the compiler is + * capable of using those intrinsics; at runtime, you should still check if + * they are available on the current system with the + * [CPU info functions](https://wiki.libsdl.org/SDL3/CategoryCPUInfo) + * , such as SDL_HasSSE() or SDL_HasNEON(). Otherwise, the process might crash + * for using an unsupported CPU instruction. + * + * SDL only sets preprocessor defines for CPU intrinsics if they are + * supported, so apps should check with `#ifdef` and not `#if`. + * + * SDL will also include the appropriate instruction-set-specific support + * headers, so if SDL decides to define SDL_SSE2_INTRINSICS, it will also + * `#include ` as well. + */ + +#ifndef SDL_intrin_h_ +#define SDL_intrin_h_ + +#include + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Defined if (and only if) the compiler supports Loongarch LSX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LASX_INTRINSICS + */ +#define SDL_LSX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Loongarch LSX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LASX_INTRINSICS + */ +#define SDL_LASX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports ARM NEON intrinsics. + * + * If this macro is defined, SDL will have already included `` + * ``, ``, and ``, as appropriate. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NEON_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports PowerPC Altivec intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ALTIVEC_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel MMX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + */ +#define SDL_MMX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE2 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE2_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE3 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE3_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE4.1 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE4_1_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE4.2 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + */ +#define SDL_SSE4_2_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel AVX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AVX2_INTRINSICS + * \sa SDL_AVX512F_INTRINSICS + */ +#define SDL_AVX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel AVX2 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AVX_INTRINSICS + * \sa SDL_AVX512F_INTRINSICS + */ +#define SDL_AVX2_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel AVX-512F intrinsics. + * + * AVX-512F is also sometimes referred to as "AVX-512 Foundation." + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AVX_INTRINSICS + * \sa SDL_AVX2_INTRINSICS + */ +#define SDL_AVX512F_INTRINSICS 1 +#endif + +/* Need to do this here because intrin.h has C++ code in it */ +/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */ +#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64)) +#ifdef __clang__ +/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, + so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ +#ifndef __PRFCHWINTRIN_H +#define __PRFCHWINTRIN_H +static __inline__ void __attribute__((__always_inline__, __nodebug__)) +_m_prefetch(void *__P) +{ + __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */); +} +#endif /* __PRFCHWINTRIN_H */ +#endif /* __clang__ */ +#include + +#elif defined(__MINGW64_VERSION_MAJOR) +#include +#if defined(__ARM_NEON) && !defined(SDL_DISABLE_NEON) +# define SDL_NEON_INTRINSICS 1 +# include +#endif + +#else +/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC to have it included. */ +#if defined(__ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC) +#define SDL_ALTIVEC_INTRINSICS 1 +#include +#endif +#ifndef SDL_DISABLE_NEON +# ifdef __ARM_NEON +# define SDL_NEON_INTRINSICS 1 +# include +# elif defined(SDL_PLATFORM_WINDOWS) +/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */ +# ifdef _M_ARM +# define SDL_NEON_INTRINSICS 1 +# include +# include +# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ +# endif +# if defined (_M_ARM64) +# define SDL_NEON_INTRINSICS 1 +# include +# include +# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ +# define __ARM_ARCH 8 +# endif +# endif +#endif +#endif /* compiler version */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION +/** + * A macro to decide if the compiler supports `__attribute__((target))`. + * + * Even though this is defined in SDL's public headers, it is generally not + * used directly by apps. Apps should probably just use SDL_TARGETING + * directly, instead. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_TARGETING + */ +#define SDL_HAS_TARGET_ATTRIBS + +#elif defined(__clang__) && defined(__has_attribute) +# if __has_attribute(target) +# define SDL_HAS_TARGET_ATTRIBS +# endif +#elif defined(__GNUC__) && (__GNUC__ + (__GNUC_MINOR__ >= 9) > 4) /* gcc >= 4.9 */ +# define SDL_HAS_TARGET_ATTRIBS +#elif defined(__ICC) && __ICC >= 1600 +# define SDL_HAS_TARGET_ATTRIBS +#endif + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to tag a function as targeting a specific CPU architecture. + * + * This is a hint to the compiler that a function should be built with support + * for a CPU instruction set that might be different than the rest of the + * program. + * + * The particulars of this are explained in the GCC documentation: + * + * https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-target-function-attribute + * + * An example of using this feature is to turn on SSE2 support for a specific + * function, even if the rest of the source code is not compiled to use SSE2 + * code: + * + * ```c + * #ifdef SDL_SSE2_INTRINSICS + * static void SDL_TARGETING("sse2") DoSomethingWithSSE2(char *x) { + * ...use SSE2 intrinsic functions, etc... + * } + * #endif + * + * // later... + * #ifdef SDL_SSE2_INTRINSICS + * if (SDL_HasSSE2()) { + * DoSomethingWithSSE2(str); + * } + * #endif + * ``` + * + * The application is, on a whole, built without SSE2 instructions, so it will + * run on Intel machines that don't support SSE2. But then at runtime, it + * checks if the system supports the instructions, and then calls into a + * function that uses SSE2 opcodes. The ifdefs make sure that this code isn't + * used on platforms that don't have SSE2 at all. + * + * On compilers without target support, this is defined to nothing. + * + * This symbol is used by SDL internally, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TARGETING(x) __attribute__((target(x))) + +#elif defined(SDL_HAS_TARGET_ATTRIBS) +# define SDL_TARGETING(x) __attribute__((target(x))) +#else +# define SDL_TARGETING(x) +#endif + +#ifdef __loongarch64 +# ifndef SDL_DISABLE_LSX +# define SDL_LSX_INTRINSICS 1 +# include +# endif +# ifndef SDL_DISABLE_LASX +# define SDL_LASX_INTRINSICS 1 +# include +# endif +#endif + +#if defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) +# if ((defined(_MSC_VER) && !defined(_M_X64)) || defined(__MMX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_MMX) +# define SDL_MMX_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE) +# define SDL_SSE_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE2) +# define SDL_SSE2_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE3__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE3) +# define SDL_SSE3_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE4_1__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_1) +# define SDL_SSE4_1_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE4_2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_2) +# define SDL_SSE4_2_INTRINSICS 1 +# include +# endif +# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX__) && !defined(SDL_DISABLE_AVX) +# define SDL_DISABLE_AVX /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ +# endif +# if (defined(_MSC_VER) || defined(__AVX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX) +# define SDL_AVX_INTRINSICS 1 +# include +# endif +# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX2__) && !defined(SDL_DISABLE_AVX2) +# define SDL_DISABLE_AVX2 /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ +# endif +# if (defined(_MSC_VER) || defined(__AVX2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX2) +# define SDL_AVX2_INTRINSICS 1 +# include +# endif +# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX512F__) && !defined(SDL_DISABLE_AVX512F) +# define SDL_DISABLE_AVX512F /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ +# endif +# if (defined(_MSC_VER) || defined(__AVX512F__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX512F) +# define SDL_AVX512F_INTRINSICS 1 +# include +# endif +#endif /* defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) */ + +#endif /* SDL_intrin_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_iostream.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_iostream.h new file mode 100644 index 0000000..4ca1609 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_iostream.h @@ -0,0 +1,1354 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: IOStream */ + +/** + * # CategoryIOStream + * + * SDL provides an abstract interface for reading and writing data streams. It + * offers implementations for files, memory, etc, and the app can provide + * their own implementations, too. + * + * SDL_IOStream is not related to the standard C++ iostream class, other than + * both are abstract interfaces to read/write data. + */ + +#ifndef SDL_iostream_h_ +#define SDL_iostream_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL_IOStream status, set by a read or write operation. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_IOStatus +{ + SDL_IO_STATUS_READY, /**< Everything is ready (no errors and not EOF). */ + SDL_IO_STATUS_ERROR, /**< Read or write I/O error */ + SDL_IO_STATUS_EOF, /**< End of file */ + SDL_IO_STATUS_NOT_READY, /**< Non blocking I/O, not ready */ + SDL_IO_STATUS_READONLY, /**< Tried to write a read-only buffer */ + SDL_IO_STATUS_WRITEONLY /**< Tried to read a write-only buffer */ +} SDL_IOStatus; + +/** + * Possible `whence` values for SDL_IOStream seeking. + * + * These map to the same "whence" concept that `fseek` or `lseek` use in the + * standard C runtime. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_IOWhence +{ + SDL_IO_SEEK_SET, /**< Seek from the beginning of data */ + SDL_IO_SEEK_CUR, /**< Seek relative to current read point */ + SDL_IO_SEEK_END /**< Seek relative to the end of data */ +} SDL_IOWhence; + +/** + * The function pointers that drive an SDL_IOStream. + * + * Applications can provide this struct to SDL_OpenIO() to create their own + * implementation of SDL_IOStream. This is not necessarily required, as SDL + * already offers several common types of I/O streams, via functions like + * SDL_IOFromFile() and SDL_IOFromMem(). + * + * This structure should be initialized using SDL_INIT_INTERFACE() + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_INIT_INTERFACE + */ +typedef struct SDL_IOStreamInterface +{ + /* The version of this interface */ + Uint32 version; + + /** + * Return the number of bytes in this SDL_IOStream + * + * \return the total size of the data stream, or -1 on error. + */ + Sint64 (SDLCALL *size)(void *userdata); + + /** + * Seek to `offset` relative to `whence`, one of stdio's whence values: + * SDL_IO_SEEK_SET, SDL_IO_SEEK_CUR, SDL_IO_SEEK_END + * + * \return the final offset in the data stream, or -1 on error. + */ + Sint64 (SDLCALL *seek)(void *userdata, Sint64 offset, SDL_IOWhence whence); + + /** + * Read up to `size` bytes from the data stream to the area pointed + * at by `ptr`. + * + * On an incomplete read, you should set `*status` to a value from the + * SDL_IOStatus enum. You do not have to explicitly set this on + * a complete, successful read. + * + * \return the number of bytes read + */ + size_t (SDLCALL *read)(void *userdata, void *ptr, size_t size, SDL_IOStatus *status); + + /** + * Write exactly `size` bytes from the area pointed at by `ptr` + * to data stream. + * + * On an incomplete write, you should set `*status` to a value from the + * SDL_IOStatus enum. You do not have to explicitly set this on + * a complete, successful write. + * + * \return the number of bytes written + */ + size_t (SDLCALL *write)(void *userdata, const void *ptr, size_t size, SDL_IOStatus *status); + + /** + * If the stream is buffering, make sure the data is written out. + * + * On failure, you should set `*status` to a value from the + * SDL_IOStatus enum. You do not have to explicitly set this on + * a successful flush. + * + * \return true if successful or false on write error when flushing data. + */ + bool (SDLCALL *flush)(void *userdata, SDL_IOStatus *status); + + /** + * Close and free any allocated resources. + * + * This does not guarantee file writes will sync to physical media; they + * can be in the system's file cache, waiting to go to disk. + * + * The SDL_IOStream is still destroyed even if this fails, so clean up anything + * even if flushing buffers, etc, returns an error. + * + * \return true if successful or false on write error when flushing data. + */ + bool (SDLCALL *close)(void *userdata); + +} SDL_IOStreamInterface; + +/* Check the size of SDL_IOStreamInterface + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_IOStreamInterface_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_IOStreamInterface) == 28) || + (sizeof(void *) == 8 && sizeof(SDL_IOStreamInterface) == 56)); + +/** + * The read/write operation structure. + * + * This operates as an opaque handle. There are several APIs to create various + * types of I/O streams, or an app can supply an SDL_IOStreamInterface to + * SDL_OpenIO() to provide their own stream implementation behind this + * struct's abstract interface. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_IOStream SDL_IOStream; + + +/** + * \name IOFrom functions + * + * Functions to create SDL_IOStream structures from various data streams. + */ +/* @{ */ + +/** + * Use this function to create a new SDL_IOStream structure for reading from + * and/or writing to a named file. + * + * The `mode` string is treated roughly the same as in a call to the C + * library's fopen(), even if SDL doesn't happen to use fopen() behind the + * scenes. + * + * Available `mode` strings: + * + * - "r": Open a file for reading. The file must exist. + * - "w": Create an empty file for writing. If a file with the same name + * already exists its content is erased and the file is treated as a new + * empty file. + * - "a": Append to a file. Writing operations append data at the end of the + * file. The file is created if it does not exist. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * - "a+": Open a file for reading and appending. All writing operations are + * performed at the end of the file, protecting the previous content to be + * overwritten. You can reposition (fseek, rewind) the internal pointer to + * anywhere in the file for reading, but writing operations will move it + * back to the end of file. The file is created if it does not exist. + * + * **NOTE**: In order to open a file as a binary file, a "b" character has to + * be included in the `mode` string. This additional "b" character can either + * be appended at the end of the string (thus making the following compound + * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + * Additional characters may follow the sequence, although they should have no + * effect. For example, "t" is sometimes appended to make explicit the file is + * a text file. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * In Android, SDL_IOFromFile() can be used to open content:// URIs. As a + * fallback, SDL_IOFromFile() will transparently open a matching filename in + * the app's `assets`. + * + * Closing the SDL_IOStream will close SDL's internal file handle. + * + * The following properties may be set at creation time by SDL: + * + * - `SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER`: a pointer, that can be cast + * to a win32 `HANDLE`, that this SDL_IOStream is using to access the + * filesystem. If the program isn't running on Windows, or SDL used some + * other method to access the filesystem, this property will not be set. + * - `SDL_PROP_IOSTREAM_STDIO_FILE_POINTER`: a pointer, that can be cast to a + * stdio `FILE *`, that this SDL_IOStream is using to access the filesystem. + * If SDL used some other method to access the filesystem, this property + * will not be set. PLEASE NOTE that if SDL is using a different C runtime + * than your app, trying to use this pointer will almost certainly result in + * a crash! This is mostly a problem on Windows; make sure you build SDL and + * your app with the same compiler and settings to avoid it. + * - `SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER`: a file descriptor that this + * SDL_IOStream is using to access the filesystem. + * - `SDL_PROP_IOSTREAM_ANDROID_AASSET_POINTER`: a pointer, that can be cast + * to an Android NDK `AAsset *`, that this SDL_IOStream is using to access + * the filesystem. If SDL used some other method to access the filesystem, + * this property will not be set. + * + * \param file a UTF-8 string representing the filename to open. + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_IOStream structure that is created or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseIO + * \sa SDL_FlushIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromFile(const char *file, const char *mode); + +#define SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER "SDL.iostream.windows.handle" +#define SDL_PROP_IOSTREAM_STDIO_FILE_POINTER "SDL.iostream.stdio.file" +#define SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER "SDL.iostream.file_descriptor" +#define SDL_PROP_IOSTREAM_ANDROID_AASSET_POINTER "SDL.iostream.android.aasset" + +/** + * Use this function to prepare a read-write memory buffer for use with + * SDL_IOStream. + * + * This function sets up an SDL_IOStream struct based on a memory area of a + * certain size, for both read and write access. + * + * This memory buffer is not copied by the SDL_IOStream; the pointer you + * provide must remain valid until you close the stream. Closing the stream + * will not free the original buffer. + * + * If you need to make sure the SDL_IOStream never writes to the memory + * buffer, you should use SDL_IOFromConstMem() with a read-only buffer of + * memory instead. + * + * The following properties will be set at creation time by SDL: + * + * - `SDL_PROP_IOSTREAM_MEMORY_POINTER`: this will be the `mem` parameter that + * was passed to this function. + * - `SDL_PROP_IOSTREAM_MEMORY_SIZE_NUMBER`: this will be the `size` parameter + * that was passed to this function. + * + * \param mem a pointer to a buffer to feed an SDL_IOStream stream. + * \param size the buffer size, in bytes. + * \returns a pointer to a new SDL_IOStream structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOFromConstMem + * \sa SDL_CloseIO + * \sa SDL_FlushIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromMem(void *mem, size_t size); + +#define SDL_PROP_IOSTREAM_MEMORY_POINTER "SDL.iostream.memory.base" +#define SDL_PROP_IOSTREAM_MEMORY_SIZE_NUMBER "SDL.iostream.memory.size" + +/** + * Use this function to prepare a read-only memory buffer for use with + * SDL_IOStream. + * + * This function sets up an SDL_IOStream struct based on a memory area of a + * certain size. It assumes the memory area is not writable. + * + * Attempting to write to this SDL_IOStream stream will report an error + * without writing to the memory buffer. + * + * This memory buffer is not copied by the SDL_IOStream; the pointer you + * provide must remain valid until you close the stream. Closing the stream + * will not free the original buffer. + * + * If you need to write to a memory buffer, you should use SDL_IOFromMem() + * with a writable buffer of memory instead. + * + * The following properties will be set at creation time by SDL: + * + * - `SDL_PROP_IOSTREAM_MEMORY_POINTER`: this will be the `mem` parameter that + * was passed to this function. + * - `SDL_PROP_IOSTREAM_MEMORY_SIZE_NUMBER`: this will be the `size` parameter + * that was passed to this function. + * + * \param mem a pointer to a read-only buffer to feed an SDL_IOStream stream. + * \param size the buffer size, in bytes. + * \returns a pointer to a new SDL_IOStream structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOFromMem + * \sa SDL_CloseIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromConstMem(const void *mem, size_t size); + +/** + * Use this function to create an SDL_IOStream that is backed by dynamically + * allocated memory. + * + * This supports the following properties to provide access to the memory and + * control over allocations: + * + * - `SDL_PROP_IOSTREAM_DYNAMIC_MEMORY_POINTER`: a pointer to the internal + * memory of the stream. This can be set to NULL to transfer ownership of + * the memory to the application, which should free the memory with + * SDL_free(). If this is done, the next operation on the stream must be + * SDL_CloseIO(). + * - `SDL_PROP_IOSTREAM_DYNAMIC_CHUNKSIZE_NUMBER`: memory will be allocated in + * multiples of this size, defaulting to 1024. + * + * \returns a pointer to a new SDL_IOStream structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromDynamicMem(void); + +#define SDL_PROP_IOSTREAM_DYNAMIC_MEMORY_POINTER "SDL.iostream.dynamic.memory" +#define SDL_PROP_IOSTREAM_DYNAMIC_CHUNKSIZE_NUMBER "SDL.iostream.dynamic.chunksize" + +/* @} *//* IOFrom functions */ + + +/** + * Create a custom SDL_IOStream. + * + * Applications do not need to use this function unless they are providing + * their own SDL_IOStream implementation. If you just need an SDL_IOStream to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_IOFromFile() or SDL_IOFromMem(), etc. + * + * This function makes a copy of `iface` and the caller does not need to keep + * it around after this call. + * + * \param iface the interface that implements this SDL_IOStream, initialized + * using SDL_INIT_INTERFACE(). + * \param userdata the pointer that will be passed to the interface functions. + * \returns a pointer to the allocated memory on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseIO + * \sa SDL_INIT_INTERFACE + * \sa SDL_IOFromConstMem + * \sa SDL_IOFromFile + * \sa SDL_IOFromMem + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_OpenIO(const SDL_IOStreamInterface *iface, void *userdata); + +/** + * Close and free an allocated SDL_IOStream structure. + * + * SDL_CloseIO() closes and cleans up the SDL_IOStream stream. It releases any + * resources used by the stream and frees the SDL_IOStream itself. This + * returns true on success, or false if the stream failed to flush to its + * output (e.g. to disk). + * + * Note that if this fails to flush the stream for any reason, this function + * reports an error, but the SDL_IOStream is still invalid once this function + * returns. + * + * This call flushes any buffered writes to the operating system, but there + * are no guarantees that those writes have gone to physical media; they might + * be in the OS's file cache, waiting to go to disk later. If it's absolutely + * crucial that writes go to disk immediately, so they are definitely stored + * even if the power fails before the file cache would have caught up, one + * should call SDL_FlushIO() before closing. Note that flushing takes time and + * makes the system and your app operate less efficiently, so do so sparingly. + * + * \param context SDL_IOStream structure to close. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenIO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CloseIO(SDL_IOStream *context); + +/** + * Get the properties associated with an SDL_IOStream. + * + * \param context a pointer to an SDL_IOStream structure. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetIOProperties(SDL_IOStream *context); + +/** + * Query the stream status of an SDL_IOStream. + * + * This information can be useful to decide if a short read or write was due + * to an error, an EOF, or a non-blocking operation that isn't yet ready to + * complete. + * + * An SDL_IOStream's status is only expected to change after a SDL_ReadIO or + * SDL_WriteIO call; don't expect it to change if you just call this query + * function in a tight loop. + * + * \param context the SDL_IOStream to query. + * \returns an SDL_IOStatus enum with the current state. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_IOStatus SDLCALL SDL_GetIOStatus(SDL_IOStream *context); + +/** + * Use this function to get the size of the data stream in an SDL_IOStream. + * + * \param context the SDL_IOStream to get the size of the data stream from. + * \returns the size of the data stream in the SDL_IOStream on success or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetIOSize(SDL_IOStream *context); + +/** + * Seek within an SDL_IOStream data stream. + * + * This function seeks to byte `offset`, relative to `whence`. + * + * `whence` may be any of the following values: + * + * - `SDL_IO_SEEK_SET`: seek from the beginning of data + * - `SDL_IO_SEEK_CUR`: seek relative to current read point + * - `SDL_IO_SEEK_END`: seek relative to the end of data + * + * If this stream can not seek, it will return -1. + * + * \param context a pointer to an SDL_IOStream structure. + * \param offset an offset in bytes, relative to `whence` location; can be + * negative. + * \param whence any of `SDL_IO_SEEK_SET`, `SDL_IO_SEEK_CUR`, + * `SDL_IO_SEEK_END`. + * \returns the final offset in the data stream after the seek or -1 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TellIO + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_SeekIO(SDL_IOStream *context, Sint64 offset, SDL_IOWhence whence); + +/** + * Determine the current read/write offset in an SDL_IOStream data stream. + * + * SDL_TellIO is actually a wrapper function that calls the SDL_IOStream's + * `seek` method, with an offset of 0 bytes from `SDL_IO_SEEK_CUR`, to + * simplify application development. + * + * \param context an SDL_IOStream data stream object from which to get the + * current offset. + * \returns the current offset in the stream, or -1 if the information can not + * be determined. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SeekIO + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_TellIO(SDL_IOStream *context); + +/** + * Read from a data source. + * + * This function reads up `size` bytes from the data source to the area + * pointed at by `ptr`. This function may read less bytes than requested. + * + * This function will return zero when the data stream is completely read, and + * SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If zero is returned and + * the stream is not at EOF, SDL_GetIOStatus() will return a different error + * value and SDL_GetError() will offer a human-readable message. + * + * \param context a pointer to an SDL_IOStream structure. + * \param ptr a pointer to a buffer to read data into. + * \param size the number of bytes to read from the data source. + * \returns the number of bytes read, or 0 on end of file or other failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WriteIO + * \sa SDL_GetIOStatus + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_ReadIO(SDL_IOStream *context, void *ptr, size_t size); + +/** + * Write to an SDL_IOStream data stream. + * + * This function writes exactly `size` bytes from the area pointed at by `ptr` + * to the stream. If this fails for any reason, it'll return less than `size` + * to demonstrate how far the write progressed. On success, it returns `size`. + * + * On error, this function still attempts to write as much as possible, so it + * might return a positive value less than the requested write size. + * + * The caller can use SDL_GetIOStatus() to determine if the problem is + * recoverable, such as a non-blocking write that can simply be retried later, + * or a fatal error. + * + * \param context a pointer to an SDL_IOStream structure. + * \param ptr a pointer to a buffer containing data to write. + * \param size the number of bytes to write. + * \returns the number of bytes written, which will be less than `size` on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOprintf + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_FlushIO + * \sa SDL_GetIOStatus + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_WriteIO(SDL_IOStream *context, const void *ptr, size_t size); + +/** + * Print to an SDL_IOStream data stream. + * + * This function does formatted printing to the stream. + * + * \param context a pointer to an SDL_IOStream structure. + * \param fmt a printf() style format string. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * \returns the number of bytes written or 0 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOvprintf + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_IOprintf(SDL_IOStream *context, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Print to an SDL_IOStream data stream. + * + * This function does formatted printing to the stream. + * + * \param context a pointer to an SDL_IOStream structure. + * \param fmt a printf() style format string. + * \param ap a variable argument list. + * \returns the number of bytes written or 0 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOprintf + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_IOvprintf(SDL_IOStream *context, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + +/** + * Flush any buffered data in the stream. + * + * This function makes sure that any buffered data is written to the stream. + * Normally this isn't necessary but if the stream is a pipe or socket it + * guarantees that any pending data is sent. + * + * \param context SDL_IOStream structure to flush. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlushIO(SDL_IOStream *context); + +/** + * Load all the data from an SDL data stream. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param src the SDL_IOStream to read all available data from. + * \param datasize a pointer filled in with the number of bytes read, may be + * NULL. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns the data or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFile + * \sa SDL_SaveFile_IO + */ +extern SDL_DECLSPEC void * SDLCALL SDL_LoadFile_IO(SDL_IOStream *src, size_t *datasize, bool closeio); + +/** + * Load all the data from a file path. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param file the path to read all available data from. + * \param datasize if not NULL, will store the number of bytes read. + * \returns the data or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFile_IO + * \sa SDL_SaveFile + */ +extern SDL_DECLSPEC void * SDLCALL SDL_LoadFile(const char *file, size_t *datasize); + +/** + * Save all the data into an SDL data stream. + * + * \param src the SDL_IOStream to write all data to. + * \param data the data to be written. If datasize is 0, may be NULL or a + * invalid pointer. + * \param datasize the number of bytes to be written. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SaveFile + * \sa SDL_LoadFile_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveFile_IO(SDL_IOStream *src, const void *data, size_t datasize, bool closeio); + +/** + * Save all the data into a file path. + * + * \param file the path to write all available data into. + * \param data the data to be written. If datasize is 0, may be NULL or a + * invalid pointer. + * \param datasize the number of bytes to be written. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SaveFile_IO + * \sa SDL_LoadFile + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveFile(const char *file, const void *data, size_t datasize); + +/** + * \name Read endian functions + * + * Read an item of the specified endianness and return in native format. + */ +/* @{ */ + +/** + * Use this function to read a byte from an SDL_IOStream. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the SDL_IOStream to read from. + * \param value a pointer filled in with the data read. + * \returns true on success or false on failure or EOF; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU8(SDL_IOStream *src, Uint8 *value); + +/** + * Use this function to read a signed byte from an SDL_IOStream. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the SDL_IOStream to read from. + * \param value a pointer filled in with the data read. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS8(SDL_IOStream *src, Sint8 *value); + +/** + * Use this function to read 16 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU16LE(SDL_IOStream *src, Uint16 *value); + +/** + * Use this function to read 16 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS16LE(SDL_IOStream *src, Sint16 *value); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU16BE(SDL_IOStream *src, Uint16 *value); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS16BE(SDL_IOStream *src, Sint16 *value); + +/** + * Use this function to read 32 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU32LE(SDL_IOStream *src, Uint32 *value); + +/** + * Use this function to read 32 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS32LE(SDL_IOStream *src, Sint32 *value); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU32BE(SDL_IOStream *src, Uint32 *value); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS32BE(SDL_IOStream *src, Sint32 *value); + +/** + * Use this function to read 64 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU64LE(SDL_IOStream *src, Uint64 *value); + +/** + * Use this function to read 64 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS64LE(SDL_IOStream *src, Sint64 *value); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU64BE(SDL_IOStream *src, Uint64 *value); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS64BE(SDL_IOStream *src, Sint64 *value); +/* @} *//* Read endian functions */ + +/** + * \name Write endian functions + * + * Write an item of native format to the specified endianness. + */ +/* @{ */ + +/** + * Use this function to write a byte to an SDL_IOStream. + * + * \param dst the SDL_IOStream to write to. + * \param value the byte value to write. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU8(SDL_IOStream *dst, Uint8 value); + +/** + * Use this function to write a signed byte to an SDL_IOStream. + * + * \param dst the SDL_IOStream to write to. + * \param value the byte value to write. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS8(SDL_IOStream *dst, Sint8 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU16LE(SDL_IOStream *dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS16LE(SDL_IOStream *dst, Sint16 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU16BE(SDL_IOStream *dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS16BE(SDL_IOStream *dst, Sint16 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU32LE(SDL_IOStream *dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS32LE(SDL_IOStream *dst, Sint32 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU32BE(SDL_IOStream *dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS32BE(SDL_IOStream *dst, Sint32 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU64LE(SDL_IOStream *dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS64LE(SDL_IOStream *dst, Sint64 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU64BE(SDL_IOStream *dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS64BE(SDL_IOStream *dst, Sint64 value); + +/* @} *//* Write endian functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_iostream_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_joystick.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_joystick.h new file mode 100644 index 0000000..d15668b --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_joystick.h @@ -0,0 +1,1202 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryJoystick + * + * SDL joystick support. + * + * This is the lower-level joystick handling. If you want the simpler option, + * where what each button does is well-defined, you should use the gamepad API + * instead. + * + * The term "instance_id" is the current instantiation of a joystick device in + * the system, if the joystick is removed and then re-inserted then it will + * get a new instance_id, instance_id's are monotonically increasing + * identifiers of a joystick plugged in. + * + * The term "player_index" is the number assigned to a player on a specific + * controller. For XInput controllers this returns the XInput user index. Many + * joysticks will not be able to supply this information. + * + * SDL_GUID is used as a stable 128-bit identifier for a joystick device that + * does not change over time. It identifies class of the device (a X360 wired + * controller for example). This identifier is platform dependent. + * + * In order to use these functions, SDL_Init() must have been called with the + * SDL_INIT_JOYSTICK flag. This causes SDL to scan the system for joysticks, + * and load appropriate drivers. + * + * If you would like to receive joystick updates while the application is in + * the background, you should set the following hint before calling + * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS + */ + +#ifndef SDL_joystick_h_ +#define SDL_joystick_h_ + +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef SDL_THREAD_SAFETY_ANALYSIS +/* + * This is not an exported symbol from SDL, this is only in the headers to + * help Clang's thread safety analysis tools to function. Do not attempt + * to access this symbol from your app, it will not work! + */ +extern SDL_Mutex *SDL_joystick_lock; +#endif + +/** + * The joystick structure used to identify an SDL joystick. + * + * This is opaque data. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Joystick SDL_Joystick; + +/** + * This is a unique ID for a joystick for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the joystick is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_JoystickID; + +/** + * An enum of some common joystick types. + * + * In some cases, SDL can identify a low-level joystick as being a certain + * type of device, and will report it through SDL_GetJoystickType (or + * SDL_GetJoystickTypeForID). + * + * This is by no means a complete list of everything that can be plugged into + * a computer. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_JoystickType +{ + SDL_JOYSTICK_TYPE_UNKNOWN, + SDL_JOYSTICK_TYPE_GAMEPAD, + SDL_JOYSTICK_TYPE_WHEEL, + SDL_JOYSTICK_TYPE_ARCADE_STICK, + SDL_JOYSTICK_TYPE_FLIGHT_STICK, + SDL_JOYSTICK_TYPE_DANCE_PAD, + SDL_JOYSTICK_TYPE_GUITAR, + SDL_JOYSTICK_TYPE_DRUM_KIT, + SDL_JOYSTICK_TYPE_ARCADE_PAD, + SDL_JOYSTICK_TYPE_THROTTLE, + SDL_JOYSTICK_TYPE_COUNT +} SDL_JoystickType; + +/** + * Possible connection states for a joystick device. + * + * This is used by SDL_GetJoystickConnectionState to report how a device is + * connected to the system. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_JoystickConnectionState +{ + SDL_JOYSTICK_CONNECTION_INVALID = -1, + SDL_JOYSTICK_CONNECTION_UNKNOWN, + SDL_JOYSTICK_CONNECTION_WIRED, + SDL_JOYSTICK_CONNECTION_WIRELESS +} SDL_JoystickConnectionState; + +/** + * The largest value an SDL_Joystick's axis can report. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_JOYSTICK_AXIS_MIN + */ +#define SDL_JOYSTICK_AXIS_MAX 32767 + +/** + * The smallest value an SDL_Joystick's axis can report. + * + * This is a negative number! + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_JOYSTICK_AXIS_MAX + */ +#define SDL_JOYSTICK_AXIS_MIN -32768 + + +/* Function prototypes */ + +/** + * Locking for atomic access to the joystick API. + * + * The SDL joystick functions are thread-safe, however you can lock the + * joysticks while processing to guarantee that the joystick list won't change + * and joystick and gamepad events will not be delivered. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockJoysticks(void) SDL_ACQUIRE(SDL_joystick_lock); + +/** + * Unlocking for atomic access to the joystick API. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock); + +/** + * Return whether a joystick is currently connected. + * + * \returns true if a joystick is connected, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasJoystick(void); + +/** + * Get a list of currently connected joysticks. + * + * \param count a pointer filled in with the number of joysticks returned, may + * be NULL. + * \returns a 0 terminated array of joystick instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasJoystick + * \sa SDL_OpenJoystick + */ +extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetJoysticks(int *count); + +/** + * Get the implementation dependent name of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the name of the selected joystick. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickName + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickNameForID(SDL_JoystickID instance_id); + +/** + * Get the implementation dependent path of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the path of the selected joystick. If no path can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPath + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickPathForID(SDL_JoystickID instance_id); + +/** + * Get the player index of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the player index of a joystick, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPlayerIndex + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickPlayerIndexForID(SDL_JoystickID instance_id); + +/** + * Get the implementation-dependent GUID of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the GUID of the selected joystick. If called with an invalid + * instance_id, this function returns a zero GUID. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUID + * \sa SDL_GUIDToString + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetJoystickGUIDForID(SDL_JoystickID instance_id); + +/** + * Get the USB vendor ID of a joystick, if available. + * + * This can be called before any joysticks are opened. If the vendor ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB vendor ID of the selected joystick. If called with an + * invalid instance_id, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickVendor + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickVendorForID(SDL_JoystickID instance_id); + +/** + * Get the USB product ID of a joystick, if available. + * + * This can be called before any joysticks are opened. If the product ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB product ID of the selected joystick. If called with an + * invalid instance_id, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProduct + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductForID(SDL_JoystickID instance_id); + +/** + * Get the product version of a joystick, if available. + * + * This can be called before any joysticks are opened. If the product version + * isn't available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the product version of the selected joystick. If called with an + * invalid instance_id, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProductVersion + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductVersionForID(SDL_JoystickID instance_id); + +/** + * Get the type of a joystick, if available. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the SDL_JoystickType of the selected joystick. If called with an + * invalid instance_id, this function returns + * `SDL_JOYSTICK_TYPE_UNKNOWN`. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickType + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickTypeForID(SDL_JoystickID instance_id); + +/** + * Open a joystick for use. + * + * The joystick subsystem must be initialized before a joystick can be opened + * for use. + * + * \param instance_id the joystick instance ID. + * \returns a joystick identifier or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseJoystick + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_OpenJoystick(SDL_JoystickID instance_id); + +/** + * Get the SDL_Joystick associated with an instance ID, if it has been opened. + * + * \param instance_id the instance ID to get the SDL_Joystick for. + * \returns an SDL_Joystick on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetJoystickFromID(SDL_JoystickID instance_id); + +/** + * Get the SDL_Joystick associated with a player index. + * + * \param player_index the player index to get the SDL_Joystick for. + * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPlayerIndex + * \sa SDL_SetJoystickPlayerIndex + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetJoystickFromPlayerIndex(int player_index); + +/** + * The structure that describes a virtual joystick touchpad. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_VirtualJoystickDesc + */ +typedef struct SDL_VirtualJoystickTouchpadDesc +{ + Uint16 nfingers; /**< the number of simultaneous fingers on this touchpad */ + Uint16 padding[3]; +} SDL_VirtualJoystickTouchpadDesc; + +/** + * The structure that describes a virtual joystick sensor. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_VirtualJoystickDesc + */ +typedef struct SDL_VirtualJoystickSensorDesc +{ + SDL_SensorType type; /**< the type of this sensor */ + float rate; /**< the update frequency of this sensor, may be 0.0f */ +} SDL_VirtualJoystickSensorDesc; + +/** + * The structure that describes a virtual joystick. + * + * This structure should be initialized using SDL_INIT_INTERFACE(). All + * elements of this structure are optional. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AttachVirtualJoystick + * \sa SDL_INIT_INTERFACE + * \sa SDL_VirtualJoystickSensorDesc + * \sa SDL_VirtualJoystickTouchpadDesc + */ +typedef struct SDL_VirtualJoystickDesc +{ + Uint32 version; /**< the version of this interface */ + Uint16 type; /**< `SDL_JoystickType` */ + Uint16 padding; /**< unused */ + Uint16 vendor_id; /**< the USB vendor ID of this joystick */ + Uint16 product_id; /**< the USB product ID of this joystick */ + Uint16 naxes; /**< the number of axes on this joystick */ + Uint16 nbuttons; /**< the number of buttons on this joystick */ + Uint16 nballs; /**< the number of balls on this joystick */ + Uint16 nhats; /**< the number of hats on this joystick */ + Uint16 ntouchpads; /**< the number of touchpads on this joystick, requires `touchpads` to point at valid descriptions */ + Uint16 nsensors; /**< the number of sensors on this joystick, requires `sensors` to point at valid descriptions */ + Uint16 padding2[2]; /**< unused */ + Uint32 button_mask; /**< A mask of which buttons are valid for this controller + e.g. (1 << SDL_GAMEPAD_BUTTON_SOUTH) */ + Uint32 axis_mask; /**< A mask of which axes are valid for this controller + e.g. (1 << SDL_GAMEPAD_AXIS_LEFTX) */ + const char *name; /**< the name of the joystick */ + const SDL_VirtualJoystickTouchpadDesc *touchpads; /**< A pointer to an array of touchpad descriptions, required if `ntouchpads` is > 0 */ + const SDL_VirtualJoystickSensorDesc *sensors; /**< A pointer to an array of sensor descriptions, required if `nsensors` is > 0 */ + + void *userdata; /**< User data pointer passed to callbacks */ + void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */ + void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */ + bool (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_RumbleJoystick() */ + bool (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_RumbleJoystickTriggers() */ + bool (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_SetJoystickLED() */ + bool (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_SendJoystickEffect() */ + bool (SDLCALL *SetSensorsEnabled)(void *userdata, bool enabled); /**< Implements SDL_SetGamepadSensorEnabled() */ + void (SDLCALL *Cleanup)(void *userdata); /**< Cleans up the userdata when the joystick is detached */ +} SDL_VirtualJoystickDesc; + +/* Check the size of SDL_VirtualJoystickDesc + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_VirtualJoystickDesc_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_VirtualJoystickDesc) == 84) || + (sizeof(void *) == 8 && sizeof(SDL_VirtualJoystickDesc) == 136)); + +/** + * Attach a new virtual joystick. + * + * \param desc joystick description, initialized using SDL_INIT_INTERFACE(). + * \returns the joystick instance ID, or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DetachVirtualJoystick + */ +extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_AttachVirtualJoystick(const SDL_VirtualJoystickDesc *desc); + +/** + * Detach a virtual joystick. + * + * \param instance_id the joystick instance ID, previously returned from + * SDL_AttachVirtualJoystick(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AttachVirtualJoystick + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DetachVirtualJoystick(SDL_JoystickID instance_id); + +/** + * Query whether or not a joystick is virtual. + * + * \param instance_id the joystick instance ID. + * \returns true if the joystick is virtual, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsJoystickVirtual(SDL_JoystickID instance_id); + +/** + * Set the state of an axis on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * Note that when sending trigger axes, you should scale the value to the full + * range of Sint16. For example, a trigger at rest would have the value of + * `SDL_JOYSTICK_AXIS_MIN`. + * + * \param joystick the virtual joystick on which to set state. + * \param axis the index of the axis on the virtual joystick to update. + * \param value the new value for the specified axis. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); + +/** + * Generate ball motion on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param ball the index of the ball on the virtual joystick to update. + * \param xrel the relative motion on the X axis. + * \param yrel the relative motion on the Y axis. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualBall(SDL_Joystick *joystick, int ball, Sint16 xrel, Sint16 yrel); + +/** + * Set the state of a button on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param button the index of the button on the virtual joystick to update. + * \param down true if the button is pressed, false otherwise. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualButton(SDL_Joystick *joystick, int button, bool down); + +/** + * Set the state of a hat on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param hat the index of the hat on the virtual joystick to update. + * \param value the new value for the specified hat. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); + +/** + * Set touchpad finger state on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param touchpad the index of the touchpad on the virtual joystick to + * update. + * \param finger the index of the finger on the touchpad to set. + * \param down true if the finger is pressed, false if the finger is released. + * \param x the x coordinate of the finger on the touchpad, normalized 0 to 1, + * with the origin in the upper left. + * \param y the y coordinate of the finger on the touchpad, normalized 0 to 1, + * with the origin in the upper left. + * \param pressure the pressure of the finger. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualTouchpad(SDL_Joystick *joystick, int touchpad, int finger, bool down, float x, float y, float pressure); + +/** + * Send a sensor update for an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param type the type of the sensor on the virtual joystick to update. + * \param sensor_timestamp a 64-bit timestamp in nanoseconds associated with + * the sensor reading. + * \param data the data associated with the sensor reading. + * \param num_values the number of values pointed to by `data`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendJoystickVirtualSensorData(SDL_Joystick *joystick, SDL_SensorType type, Uint64 sensor_timestamp, const float *data, int num_values); + +/** + * Get the properties associated with a joystick. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN`: true if this joystick has an + * LED that has adjustable brightness + * - `SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN`: true if this joystick has an LED + * that has adjustable color + * - `SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN`: true if this joystick has a + * player LED + * - `SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN`: true if this joystick has + * left/right rumble + * - `SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this joystick has + * simple trigger rumble + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetJoystickProperties(SDL_Joystick *joystick); + +#define SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN "SDL.joystick.cap.mono_led" +#define SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN "SDL.joystick.cap.rgb_led" +#define SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN "SDL.joystick.cap.player_led" +#define SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN "SDL.joystick.cap.rumble" +#define SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN "SDL.joystick.cap.trigger_rumble" + +/** + * Get the implementation dependent name of a joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the name of the selected joystick. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickNameForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickName(SDL_Joystick *joystick); + +/** + * Get the implementation dependent path of a joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the path of the selected joystick. If no path can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPathForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickPath(SDL_Joystick *joystick); + +/** + * Get the player index of an opened joystick. + * + * For XInput controllers this returns the XInput user index. Many joysticks + * will not be able to supply this information. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the player index, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetJoystickPlayerIndex + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickPlayerIndex(SDL_Joystick *joystick); + +/** + * Set the player index of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \param player_index player index to assign to this joystick, or -1 to clear + * the player index and turn off player LEDs. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPlayerIndex + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickPlayerIndex(SDL_Joystick *joystick, int player_index); + +/** + * Get the implementation-dependent GUID for the joystick. + * + * This function requires an open joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the GUID of the given joystick. If called on an invalid index, + * this function returns a zero GUID; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUIDForID + * \sa SDL_GUIDToString + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetJoystickGUID(SDL_Joystick *joystick); + +/** + * Get the USB vendor ID of an opened joystick, if available. + * + * If the vendor ID isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the USB vendor ID of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickVendorForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickVendor(SDL_Joystick *joystick); + +/** + * Get the USB product ID of an opened joystick, if available. + * + * If the product ID isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the USB product ID of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProductForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProduct(SDL_Joystick *joystick); + +/** + * Get the product version of an opened joystick, if available. + * + * If the product version isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the product version of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProductVersionForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductVersion(SDL_Joystick *joystick); + +/** + * Get the firmware version of an opened joystick, if available. + * + * If the firmware version isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the firmware version of the selected joystick, or 0 if + * unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickFirmwareVersion(SDL_Joystick *joystick); + +/** + * Get the serial number of an opened joystick, if available. + * + * Returns the serial number of the joystick, or NULL if it is not available. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the serial number of the selected joystick, or NULL if + * unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickSerial(SDL_Joystick *joystick); + +/** + * Get the type of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the SDL_JoystickType of the selected joystick. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickTypeForID + */ +extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickType(SDL_Joystick *joystick); + +/** + * Get the device information encoded in a SDL_GUID structure. + * + * \param guid the SDL_GUID you wish to get info about. + * \param vendor a pointer filled in with the device VID, or 0 if not + * available. + * \param product a pointer filled in with the device PID, or 0 if not + * available. + * \param version a pointer filled in with the device version, or 0 if not + * available. + * \param crc16 a pointer filled in with a CRC used to distinguish different + * products with the same VID/PID, or 0 if not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUIDForID + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_GUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16); + +/** + * Get the status of a specified joystick. + * + * \param joystick the joystick to query. + * \returns true if the joystick has been opened, false if it has not; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_JoystickConnected(SDL_Joystick *joystick); + +/** + * Get the instance ID of an opened joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the instance ID of the specified joystick on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetJoystickID(SDL_Joystick *joystick); + +/** + * Get the number of general axis controls on a joystick. + * + * Often, the directional pad on a game controller will either look like 4 + * separate buttons or a POV hat, and not axes, but all of this is up to the + * device and platform. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of axis controls/number of axes on success or -1 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickAxis + * \sa SDL_GetNumJoystickBalls + * \sa SDL_GetNumJoystickButtons + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickAxes(SDL_Joystick *joystick); + +/** + * Get the number of trackballs on a joystick. + * + * Joystick trackballs have only relative motion events associated with them + * and their state cannot be polled. + * + * Most joysticks do not have trackballs. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of trackballs on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickBall + * \sa SDL_GetNumJoystickAxes + * \sa SDL_GetNumJoystickButtons + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickBalls(SDL_Joystick *joystick); + +/** + * Get the number of POV hats on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of POV hats on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickHat + * \sa SDL_GetNumJoystickAxes + * \sa SDL_GetNumJoystickBalls + * \sa SDL_GetNumJoystickButtons + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickHats(SDL_Joystick *joystick); + +/** + * Get the number of buttons on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of buttons on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickButton + * \sa SDL_GetNumJoystickAxes + * \sa SDL_GetNumJoystickBalls + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickButtons(SDL_Joystick *joystick); + +/** + * Set the state of joystick event processing. + * + * If joystick events are disabled, you must call SDL_UpdateJoysticks() + * yourself and check the state of the joystick when you want joystick + * information. + * + * \param enabled whether to process joystick events or not. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_JoystickEventsEnabled + * \sa SDL_UpdateJoysticks + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetJoystickEventsEnabled(bool enabled); + +/** + * Query the state of joystick event processing. + * + * If joystick events are disabled, you must call SDL_UpdateJoysticks() + * yourself and check the state of the joystick when you want joystick + * information. + * + * \returns true if joystick events are being processed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetJoystickEventsEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_JoystickEventsEnabled(void); + +/** + * Update the current state of the open joysticks. + * + * This is called automatically by the event loop if any joystick events are + * enabled. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateJoysticks(void); + +/** + * Get the current state of an axis control on a joystick. + * + * SDL makes no promises about what part of the joystick any given axis refers + * to. Your game should have some sort of configuration UI to let users + * specify what each axis should be bound to. Alternately, SDL's higher-level + * Game Controller API makes a great effort to apply order to this lower-level + * interface, so you know that a specific axis is the "left thumb stick," etc. + * + * The value returned by SDL_GetJoystickAxis() is a signed integer (-32768 to + * 32767) representing the current position of the axis. It may be necessary + * to impose certain tolerances on these values to account for jitter. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param axis the axis to query; the axis indices start at index 0. + * \returns a 16-bit signed integer representing the current position of the + * axis or 0 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickAxes + */ +extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetJoystickAxis(SDL_Joystick *joystick, int axis); + +/** + * Get the initial state of an axis control on a joystick. + * + * The state is a value ranging from -32768 to 32767. + * + * The axis indices start at index 0. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param axis the axis to query; the axis indices start at index 0. + * \param state upon return, the initial value is supplied here. + * \returns true if this axis has any initial value, or false if not. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetJoystickAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state); + +/** + * Get the ball axis change since the last poll. + * + * Trackballs can only return relative motion since the last call to + * SDL_GetJoystickBall(), these motion deltas are placed into `dx` and `dy`. + * + * Most joysticks do not have trackballs. + * + * \param joystick the SDL_Joystick to query. + * \param ball the ball index to query; ball indices start at index 0. + * \param dx stores the difference in the x axis position since the last poll. + * \param dy stores the difference in the y axis position since the last poll. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickBalls + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetJoystickBall(SDL_Joystick *joystick, int ball, int *dx, int *dy); + +/** + * Get the current state of a POV hat on a joystick. + * + * The returned value will be one of the `SDL_HAT_*` values. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param hat the hat index to get the state from; indices start at index 0. + * \returns the current hat position. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetJoystickHat(SDL_Joystick *joystick, int hat); + +#define SDL_HAT_CENTERED 0x00u +#define SDL_HAT_UP 0x01u +#define SDL_HAT_RIGHT 0x02u +#define SDL_HAT_DOWN 0x04u +#define SDL_HAT_LEFT 0x08u +#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) +#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) +#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) +#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) + +/** + * Get the current state of a button on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param button the button index to get the state from; indices start at + * index 0. + * \returns true if the button is pressed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickButtons + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetJoystickButton(SDL_Joystick *joystick, int button); + +/** + * Start a rumble effect. + * + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param joystick the joystick to vibrate. + * \param low_frequency_rumble the intensity of the low frequency (left) + * rumble motor, from 0 to 0xFFFF. + * \param high_frequency_rumble the intensity of the high frequency (right) + * rumble motor, from 0 to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true, or false if rumble isn't supported on this joystick. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleJoystick(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + +/** + * Start a rumble effect in the joystick's triggers. + * + * Each call to this function cancels any previous trigger rumble effect, and + * calling it with 0 intensity stops any rumbling. + * + * Note that this is rumbling of the _triggers_ and not the game controller as + * a whole. This is currently only supported on Xbox One controllers. If you + * want the (more common) whole-controller rumble, use SDL_RumbleJoystick() + * instead. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param joystick the joystick to vibrate. + * \param left_rumble the intensity of the left trigger rumble motor, from 0 + * to 0xFFFF. + * \param right_rumble the intensity of the right trigger rumble motor, from 0 + * to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RumbleJoystick + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleJoystickTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); + +/** + * Update a joystick's LED color. + * + * An example of a joystick LED is the light on the back of a PlayStation 4's + * DualShock 4 controller. + * + * For joysticks with a single color LED, the maximum of the RGB values will + * be used as the LED brightness. + * + * \param joystick the joystick to update. + * \param red the intensity of the red LED. + * \param green the intensity of the green LED. + * \param blue the intensity of the blue LED. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue); + +/** + * Send a joystick specific effect packet. + * + * \param joystick the joystick to affect. + * \param data the data to send to the joystick. + * \param size the size of the data to send to the joystick. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendJoystickEffect(SDL_Joystick *joystick, const void *data, int size); + +/** + * Close a joystick previously opened with SDL_OpenJoystick(). + * + * \param joystick the joystick device to close. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenJoystick + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseJoystick(SDL_Joystick *joystick); + +/** + * Get the connection state of a joystick. + * + * \param joystick the joystick to query. + * \returns the connection state on success or + * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetJoystickConnectionState(SDL_Joystick *joystick); + +/** + * Get the battery state of a joystick. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * \param joystick the joystick to query. + * \param percent a pointer filled in with the percentage of battery life + * left, between 0 and 100, or NULL to ignore. This will be + * filled in with -1 we can't determine a value or there is no + * battery. + * \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetJoystickPowerInfo(SDL_Joystick *joystick, int *percent); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_joystick_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_keyboard.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_keyboard.h new file mode 100644 index 0000000..afa77b6 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_keyboard.h @@ -0,0 +1,609 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryKeyboard + * + * SDL keyboard management. + * + * Please refer to the Best Keyboard Practices document for details on how + * best to accept keyboard input in various types of programs: + * + * https://wiki.libsdl.org/SDL3/BestKeyboardPractices + */ + +#ifndef SDL_keyboard_h_ +#define SDL_keyboard_h_ + +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a keyboard for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the keyboard is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_KeyboardID; + +/* Function prototypes */ + +/** + * Return whether a keyboard is currently connected. + * + * \returns true if a keyboard is connected, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboards + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void); + +/** + * Get a list of currently connected keyboards. + * + * Note that this will include any device or virtual driver that includes + * keyboard functionality, including some mice, KVM switches, motherboard + * power buttons, etc. You should wait for input from a device before you + * consider it actively in use. + * + * \param count a pointer filled in with the number of keyboards returned, may + * be NULL. + * \returns a 0 terminated array of keyboards instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboardNameForID + * \sa SDL_HasKeyboard + */ +extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count); + +/** + * Get the name of a keyboard. + * + * This function returns "" if the keyboard doesn't have a name. + * + * \param instance_id the keyboard instance ID. + * \returns the name of the selected keyboard or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboards + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id); + +/** + * Query the window which currently has keyboard focus. + * + * \returns the window with keyboard focus. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); + +/** + * Get a snapshot of the current state of the keyboard. + * + * The pointer returned is a pointer to an internal SDL array. It will be + * valid for the whole lifetime of the application and should not be freed by + * the caller. + * + * A array element with a value of true means that the key is pressed and a + * value of false means that it is not. Indexes into this array are obtained + * by using SDL_Scancode values. + * + * Use SDL_PumpEvents() to update the state array. + * + * This function gives you the current state after all events have been + * processed, so if a key or button has been pressed and released before you + * process events, then the pressed state will never show up in the + * SDL_GetKeyboardState() calls. + * + * Note: This function doesn't take into account whether shift has been + * pressed or not. + * + * \param numkeys if non-NULL, receives the length of the returned array. + * \returns a pointer to an array of key states. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PumpEvents + * \sa SDL_ResetKeyboard + */ +extern SDL_DECLSPEC const bool * SDLCALL SDL_GetKeyboardState(int *numkeys); + +/** + * Clear the state of the keyboard. + * + * This function will generate key up events for all pressed keys. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboardState + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void); + +/** + * Get the current key modifier state for the keyboard. + * + * \returns an OR'd combination of the modifier keys for the keyboard. See + * SDL_Keymod for details. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState + */ +extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); + +/** + * Set the current key modifier state for the keyboard. + * + * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose + * modifier key states on your application. Simply pass your desired modifier + * states into `modstate`. This value may be a bitwise, OR'd combination of + * SDL_Keymod values. + * + * This does not change the keyboard state, only the key modifier flags that + * SDL reports. + * + * \param modstate the desired SDL_Keymod for the keyboard. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetModState + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); + +/** + * Get the key code corresponding to the given scancode according to the + * current keyboard layout. + * + * If you want to get the keycode as it would be delivered in key events, + * including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should + * pass `key_event` as true. Otherwise this function simply translates the + * scancode based on the given modifier state. + * + * \param scancode the desired SDL_Scancode to query. + * \param modstate the modifier state to use when translating the scancode to + * a keycode. + * \param key_event true if the keycode will be used in key events. + * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey + */ +extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event); + +/** + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * Note that there may be multiple scancode+modifier states that can generate + * this keycode, this will just return the first one found. + * + * \param key the desired SDL_Keycode to query. + * \param modstate a pointer to the modifier state that would be used when the + * scancode generates this key, may be NULL. + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName + */ +extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate); + +/** + * Set a human-readable name for a scancode. + * + * \param scancode the desired SDL_Scancode. + * \param name the name to use for the scancode, encoded as UTF-8. The string + * is not copied, so the pointer given to this function must stay + * valid while SDL is being used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetScancodeName + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name); + +/** + * Get a human-readable name for a scancode. + * + * **Warning**: The returned name is by design not stable across platforms, + * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left + * Windows" under Microsoft Windows, and some scancodes like + * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even + * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and + * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore + * unsuitable for creating a stable cross-platform two-way mapping between + * strings and scancodes. + * + * \param scancode the desired SDL_Scancode to query. + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName + * \sa SDL_SetScancodeName + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); + +/** + * Get a scancode from a human-readable name. + * + * \param name the human-readable scancode name. + * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't + * recognized; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName + */ +extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); + +/** + * Get a human-readable name for a key. + * + * If the key doesn't have a name, this function returns an empty string (""). + * + * Letters will be presented in their uppercase form, if applicable. + * + * \param key the desired SDL_Keycode to query. + * \returns a UTF-8 encoded string of the key name. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key); + +/** + * Get a key code from a human-readable name. + * + * \param name the human-readable key name. + * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call + * SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName + */ +extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); + +/** + * Start accepting Unicode text input events in a window. + * + * This function will enable text input (SDL_EVENT_TEXT_INPUT and + * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this + * function paired with SDL_StopTextInput(). + * + * Text input events are not received by default. + * + * On some platforms using this function shows the screen keyboard and/or + * activates an IME, which can prevent some key press events from being passed + * through. + * + * \param window the window to enable text input. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextInputArea + * \sa SDL_StartTextInputWithProperties + * \sa SDL_StopTextInput + * \sa SDL_TextInputActive + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window); + +/** + * Text input type. + * + * These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every + * value is valid on every platform, but where a value isn't supported, a + * reasonable fallback will be used. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_StartTextInputWithProperties + */ +typedef enum SDL_TextInputType +{ + SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */ + SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */ + SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */ + SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */ + SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */ + SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */ + SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */ + SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */ + SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */ +} SDL_TextInputType; + +/** + * Auto capitalization type. + * + * These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER. + * Not every value is valid on every platform, but where a value isn't + * supported, a reasonable fallback will be used. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_StartTextInputWithProperties + */ +typedef enum SDL_Capitalization +{ + SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */ + SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */ + SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */ + SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */ +} SDL_Capitalization; + +/** + * Start accepting Unicode text input events in a window, with properties + * describing the input. + * + * This function will enable text input (SDL_EVENT_TEXT_INPUT and + * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this + * function paired with SDL_StopTextInput(). + * + * Text input events are not received by default. + * + * On some platforms using this function shows the screen keyboard and/or + * activates an IME, which can prevent some key press events from being passed + * through. + * + * These are the supported properties: + * + * - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that + * describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT. + * - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value + * that describes how text should be capitalized, defaults to + * SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for + * SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail + * addresses, usernames, and passwords. + * - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion + * and auto correction, defaults to true. + * - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text + * are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is + * "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME + * is "1". + * + * On Android you can directly specify the input type: + * + * - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to + * use, overriding other properties. This is documented at + * https://developer.android.com/reference/android/text/InputType + * + * \param window the window to enable text input. + * \param props the properties to use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextInputArea + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + * \sa SDL_TextInputActive + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props); + +#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type" +#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization" +#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect" +#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline" +#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype" + +/** + * Check whether or not Unicode text input events are enabled for a window. + * + * \param window the window to check. + * \returns true if text input events are enabled else false. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window); + +/** + * Stop receiving any text input events in a window. + * + * If SDL_StartTextInput() showed the screen keyboard, this function will hide + * it. + * + * \param window the window to disable text input. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window); + +/** + * Dismiss the composition window/IME without disabling the subsystem. + * + * \param window the window to affect. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window); + +/** + * Set the area used to type Unicode text input. + * + * Native input methods may place a window with word suggestions near the + * cursor, without covering the text being entered. + * + * \param window the window for which to set the text input area. + * \param rect the SDL_Rect representing the text input area, in window + * coordinates, or NULL to clear it. + * \param cursor the offset of the current cursor location relative to + * `rect->x`, in window coordinates. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextInputArea + * \sa SDL_StartTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor); + +/** + * Get the area used to type Unicode text input. + * + * This returns the values previously set by SDL_SetTextInputArea(). + * + * \param window the window for which to query the text input area. + * \param rect a pointer to an SDL_Rect filled in with the text input area, + * may be NULL. + * \param cursor a pointer to the offset of the current cursor location + * relative to `rect->x`, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextInputArea + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor); + +/** + * Check whether the platform has screen keyboard support. + * + * \returns true if the platform has some screen keyboard support or false if + * not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + * \sa SDL_ScreenKeyboardShown + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void); + +/** + * Check whether the screen keyboard is shown for given window. + * + * \param window the window for which screen keyboard should be queried. + * \returns true if screen keyboard is shown or false if not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasScreenKeyboardSupport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_keyboard_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_keycode.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_keycode.h new file mode 100644 index 0000000..61b68e7 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_keycode.h @@ -0,0 +1,343 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryKeycode + * + * Defines constants which identify keyboard keys and modifiers. + * + * Please refer to the Best Keyboard Practices document for details on what + * this information means and how best to use it. + * + * https://wiki.libsdl.org/SDL3/BestKeyboardPractices + */ + +#ifndef SDL_keycode_h_ +#define SDL_keycode_h_ + +#include +#include + +/** + * The SDL virtual key representation. + * + * Values of this type are used to represent keyboard keys using the current + * layout of the keyboard. These values include Unicode values representing + * the unmodified character that would be generated by pressing the key, or an + * `SDLK_*` constant for those keys that do not generate characters. + * + * A special exception is the number keys at the top of the keyboard which map + * to SDLK_0...SDLK_9 on AZERTY layouts. + * + * Keys with the `SDLK_EXTENDED_MASK` bit set do not map to a scancode or + * unicode code point. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_Keycode; + +#define SDLK_EXTENDED_MASK (1u << 29) +#define SDLK_SCANCODE_MASK (1u << 30) +#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) +#define SDLK_UNKNOWN 0x00000000u /**< 0 */ +#define SDLK_RETURN 0x0000000du /**< '\r' */ +#define SDLK_ESCAPE 0x0000001bu /**< '\x1B' */ +#define SDLK_BACKSPACE 0x00000008u /**< '\b' */ +#define SDLK_TAB 0x00000009u /**< '\t' */ +#define SDLK_SPACE 0x00000020u /**< ' ' */ +#define SDLK_EXCLAIM 0x00000021u /**< '!' */ +#define SDLK_DBLAPOSTROPHE 0x00000022u /**< '"' */ +#define SDLK_HASH 0x00000023u /**< '#' */ +#define SDLK_DOLLAR 0x00000024u /**< '$' */ +#define SDLK_PERCENT 0x00000025u /**< '%' */ +#define SDLK_AMPERSAND 0x00000026u /**< '&' */ +#define SDLK_APOSTROPHE 0x00000027u /**< '\'' */ +#define SDLK_LEFTPAREN 0x00000028u /**< '(' */ +#define SDLK_RIGHTPAREN 0x00000029u /**< ')' */ +#define SDLK_ASTERISK 0x0000002au /**< '*' */ +#define SDLK_PLUS 0x0000002bu /**< '+' */ +#define SDLK_COMMA 0x0000002cu /**< ',' */ +#define SDLK_MINUS 0x0000002du /**< '-' */ +#define SDLK_PERIOD 0x0000002eu /**< '.' */ +#define SDLK_SLASH 0x0000002fu /**< '/' */ +#define SDLK_0 0x00000030u /**< '0' */ +#define SDLK_1 0x00000031u /**< '1' */ +#define SDLK_2 0x00000032u /**< '2' */ +#define SDLK_3 0x00000033u /**< '3' */ +#define SDLK_4 0x00000034u /**< '4' */ +#define SDLK_5 0x00000035u /**< '5' */ +#define SDLK_6 0x00000036u /**< '6' */ +#define SDLK_7 0x00000037u /**< '7' */ +#define SDLK_8 0x00000038u /**< '8' */ +#define SDLK_9 0x00000039u /**< '9' */ +#define SDLK_COLON 0x0000003au /**< ':' */ +#define SDLK_SEMICOLON 0x0000003bu /**< ';' */ +#define SDLK_LESS 0x0000003cu /**< '<' */ +#define SDLK_EQUALS 0x0000003du /**< '=' */ +#define SDLK_GREATER 0x0000003eu /**< '>' */ +#define SDLK_QUESTION 0x0000003fu /**< '?' */ +#define SDLK_AT 0x00000040u /**< '@' */ +#define SDLK_LEFTBRACKET 0x0000005bu /**< '[' */ +#define SDLK_BACKSLASH 0x0000005cu /**< '\\' */ +#define SDLK_RIGHTBRACKET 0x0000005du /**< ']' */ +#define SDLK_CARET 0x0000005eu /**< '^' */ +#define SDLK_UNDERSCORE 0x0000005fu /**< '_' */ +#define SDLK_GRAVE 0x00000060u /**< '`' */ +#define SDLK_A 0x00000061u /**< 'a' */ +#define SDLK_B 0x00000062u /**< 'b' */ +#define SDLK_C 0x00000063u /**< 'c' */ +#define SDLK_D 0x00000064u /**< 'd' */ +#define SDLK_E 0x00000065u /**< 'e' */ +#define SDLK_F 0x00000066u /**< 'f' */ +#define SDLK_G 0x00000067u /**< 'g' */ +#define SDLK_H 0x00000068u /**< 'h' */ +#define SDLK_I 0x00000069u /**< 'i' */ +#define SDLK_J 0x0000006au /**< 'j' */ +#define SDLK_K 0x0000006bu /**< 'k' */ +#define SDLK_L 0x0000006cu /**< 'l' */ +#define SDLK_M 0x0000006du /**< 'm' */ +#define SDLK_N 0x0000006eu /**< 'n' */ +#define SDLK_O 0x0000006fu /**< 'o' */ +#define SDLK_P 0x00000070u /**< 'p' */ +#define SDLK_Q 0x00000071u /**< 'q' */ +#define SDLK_R 0x00000072u /**< 'r' */ +#define SDLK_S 0x00000073u /**< 's' */ +#define SDLK_T 0x00000074u /**< 't' */ +#define SDLK_U 0x00000075u /**< 'u' */ +#define SDLK_V 0x00000076u /**< 'v' */ +#define SDLK_W 0x00000077u /**< 'w' */ +#define SDLK_X 0x00000078u /**< 'x' */ +#define SDLK_Y 0x00000079u /**< 'y' */ +#define SDLK_Z 0x0000007au /**< 'z' */ +#define SDLK_LEFTBRACE 0x0000007bu /**< '{' */ +#define SDLK_PIPE 0x0000007cu /**< '|' */ +#define SDLK_RIGHTBRACE 0x0000007du /**< '}' */ +#define SDLK_TILDE 0x0000007eu /**< '~' */ +#define SDLK_DELETE 0x0000007fu /**< '\x7F' */ +#define SDLK_PLUSMINUS 0x000000b1u /**< '\xB1' */ +#define SDLK_CAPSLOCK 0x40000039u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK) */ +#define SDLK_F1 0x4000003au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1) */ +#define SDLK_F2 0x4000003bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2) */ +#define SDLK_F3 0x4000003cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3) */ +#define SDLK_F4 0x4000003du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4) */ +#define SDLK_F5 0x4000003eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5) */ +#define SDLK_F6 0x4000003fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6) */ +#define SDLK_F7 0x40000040u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7) */ +#define SDLK_F8 0x40000041u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8) */ +#define SDLK_F9 0x40000042u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9) */ +#define SDLK_F10 0x40000043u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10) */ +#define SDLK_F11 0x40000044u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11) */ +#define SDLK_F12 0x40000045u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12) */ +#define SDLK_PRINTSCREEN 0x40000046u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN) */ +#define SDLK_SCROLLLOCK 0x40000047u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK) */ +#define SDLK_PAUSE 0x40000048u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE) */ +#define SDLK_INSERT 0x40000049u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT) */ +#define SDLK_HOME 0x4000004au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME) */ +#define SDLK_PAGEUP 0x4000004bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP) */ +#define SDLK_END 0x4000004du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END) */ +#define SDLK_PAGEDOWN 0x4000004eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN) */ +#define SDLK_RIGHT 0x4000004fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT) */ +#define SDLK_LEFT 0x40000050u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT) */ +#define SDLK_DOWN 0x40000051u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN) */ +#define SDLK_UP 0x40000052u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP) */ +#define SDLK_NUMLOCKCLEAR 0x40000053u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR) */ +#define SDLK_KP_DIVIDE 0x40000054u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE) */ +#define SDLK_KP_MULTIPLY 0x40000055u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY) */ +#define SDLK_KP_MINUS 0x40000056u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS) */ +#define SDLK_KP_PLUS 0x40000057u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS) */ +#define SDLK_KP_ENTER 0x40000058u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER) */ +#define SDLK_KP_1 0x40000059u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1) */ +#define SDLK_KP_2 0x4000005au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2) */ +#define SDLK_KP_3 0x4000005bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3) */ +#define SDLK_KP_4 0x4000005cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4) */ +#define SDLK_KP_5 0x4000005du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5) */ +#define SDLK_KP_6 0x4000005eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6) */ +#define SDLK_KP_7 0x4000005fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7) */ +#define SDLK_KP_8 0x40000060u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8) */ +#define SDLK_KP_9 0x40000061u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9) */ +#define SDLK_KP_0 0x40000062u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0) */ +#define SDLK_KP_PERIOD 0x40000063u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD) */ +#define SDLK_APPLICATION 0x40000065u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION) */ +#define SDLK_POWER 0x40000066u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER) */ +#define SDLK_KP_EQUALS 0x40000067u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS) */ +#define SDLK_F13 0x40000068u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13) */ +#define SDLK_F14 0x40000069u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14) */ +#define SDLK_F15 0x4000006au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15) */ +#define SDLK_F16 0x4000006bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16) */ +#define SDLK_F17 0x4000006cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17) */ +#define SDLK_F18 0x4000006du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18) */ +#define SDLK_F19 0x4000006eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19) */ +#define SDLK_F20 0x4000006fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20) */ +#define SDLK_F21 0x40000070u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21) */ +#define SDLK_F22 0x40000071u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22) */ +#define SDLK_F23 0x40000072u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23) */ +#define SDLK_F24 0x40000073u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24) */ +#define SDLK_EXECUTE 0x40000074u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE) */ +#define SDLK_HELP 0x40000075u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP) */ +#define SDLK_MENU 0x40000076u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU) */ +#define SDLK_SELECT 0x40000077u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT) */ +#define SDLK_STOP 0x40000078u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP) */ +#define SDLK_AGAIN 0x40000079u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN) */ +#define SDLK_UNDO 0x4000007au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO) */ +#define SDLK_CUT 0x4000007bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT) */ +#define SDLK_COPY 0x4000007cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY) */ +#define SDLK_PASTE 0x4000007du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE) */ +#define SDLK_FIND 0x4000007eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND) */ +#define SDLK_MUTE 0x4000007fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE) */ +#define SDLK_VOLUMEUP 0x40000080u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP) */ +#define SDLK_VOLUMEDOWN 0x40000081u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN) */ +#define SDLK_KP_COMMA 0x40000085u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA) */ +#define SDLK_KP_EQUALSAS400 0x40000086u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400) */ +#define SDLK_ALTERASE 0x40000099u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE) */ +#define SDLK_SYSREQ 0x4000009au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ) */ +#define SDLK_CANCEL 0x4000009bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL) */ +#define SDLK_CLEAR 0x4000009cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR) */ +#define SDLK_PRIOR 0x4000009du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR) */ +#define SDLK_RETURN2 0x4000009eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2) */ +#define SDLK_SEPARATOR 0x4000009fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR) */ +#define SDLK_OUT 0x400000a0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT) */ +#define SDLK_OPER 0x400000a1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER) */ +#define SDLK_CLEARAGAIN 0x400000a2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN) */ +#define SDLK_CRSEL 0x400000a3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL) */ +#define SDLK_EXSEL 0x400000a4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL) */ +#define SDLK_KP_00 0x400000b0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00) */ +#define SDLK_KP_000 0x400000b1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000) */ +#define SDLK_THOUSANDSSEPARATOR 0x400000b2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR) */ +#define SDLK_DECIMALSEPARATOR 0x400000b3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR) */ +#define SDLK_CURRENCYUNIT 0x400000b4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT) */ +#define SDLK_CURRENCYSUBUNIT 0x400000b5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT) */ +#define SDLK_KP_LEFTPAREN 0x400000b6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN) */ +#define SDLK_KP_RIGHTPAREN 0x400000b7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN) */ +#define SDLK_KP_LEFTBRACE 0x400000b8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE) */ +#define SDLK_KP_RIGHTBRACE 0x400000b9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE) */ +#define SDLK_KP_TAB 0x400000bau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB) */ +#define SDLK_KP_BACKSPACE 0x400000bbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE) */ +#define SDLK_KP_A 0x400000bcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A) */ +#define SDLK_KP_B 0x400000bdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B) */ +#define SDLK_KP_C 0x400000beu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C) */ +#define SDLK_KP_D 0x400000bfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D) */ +#define SDLK_KP_E 0x400000c0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E) */ +#define SDLK_KP_F 0x400000c1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F) */ +#define SDLK_KP_XOR 0x400000c2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR) */ +#define SDLK_KP_POWER 0x400000c3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER) */ +#define SDLK_KP_PERCENT 0x400000c4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT) */ +#define SDLK_KP_LESS 0x400000c5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS) */ +#define SDLK_KP_GREATER 0x400000c6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER) */ +#define SDLK_KP_AMPERSAND 0x400000c7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND) */ +#define SDLK_KP_DBLAMPERSAND 0x400000c8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND) */ +#define SDLK_KP_VERTICALBAR 0x400000c9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR) */ +#define SDLK_KP_DBLVERTICALBAR 0x400000cau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR) */ +#define SDLK_KP_COLON 0x400000cbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON) */ +#define SDLK_KP_HASH 0x400000ccu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH) */ +#define SDLK_KP_SPACE 0x400000cdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE) */ +#define SDLK_KP_AT 0x400000ceu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT) */ +#define SDLK_KP_EXCLAM 0x400000cfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM) */ +#define SDLK_KP_MEMSTORE 0x400000d0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE) */ +#define SDLK_KP_MEMRECALL 0x400000d1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL) */ +#define SDLK_KP_MEMCLEAR 0x400000d2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR) */ +#define SDLK_KP_MEMADD 0x400000d3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD) */ +#define SDLK_KP_MEMSUBTRACT 0x400000d4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT) */ +#define SDLK_KP_MEMMULTIPLY 0x400000d5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY) */ +#define SDLK_KP_MEMDIVIDE 0x400000d6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE) */ +#define SDLK_KP_PLUSMINUS 0x400000d7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS) */ +#define SDLK_KP_CLEAR 0x400000d8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR) */ +#define SDLK_KP_CLEARENTRY 0x400000d9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY) */ +#define SDLK_KP_BINARY 0x400000dau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY) */ +#define SDLK_KP_OCTAL 0x400000dbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL) */ +#define SDLK_KP_DECIMAL 0x400000dcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL) */ +#define SDLK_KP_HEXADECIMAL 0x400000ddu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL) */ +#define SDLK_LCTRL 0x400000e0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL) */ +#define SDLK_LSHIFT 0x400000e1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT) */ +#define SDLK_LALT 0x400000e2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT) */ +#define SDLK_LGUI 0x400000e3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI) */ +#define SDLK_RCTRL 0x400000e4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL) */ +#define SDLK_RSHIFT 0x400000e5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT) */ +#define SDLK_RALT 0x400000e6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT) */ +#define SDLK_RGUI 0x400000e7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI) */ +#define SDLK_MODE 0x40000101u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE) */ +#define SDLK_SLEEP 0x40000102u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) */ +#define SDLK_WAKE 0x40000103u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WAKE) */ +#define SDLK_CHANNEL_INCREMENT 0x40000104u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_INCREMENT) */ +#define SDLK_CHANNEL_DECREMENT 0x40000105u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_DECREMENT) */ +#define SDLK_MEDIA_PLAY 0x40000106u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY) */ +#define SDLK_MEDIA_PAUSE 0x40000107u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PAUSE) */ +#define SDLK_MEDIA_RECORD 0x40000108u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_RECORD) */ +#define SDLK_MEDIA_FAST_FORWARD 0x40000109u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_FAST_FORWARD) */ +#define SDLK_MEDIA_REWIND 0x4000010au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_REWIND) */ +#define SDLK_MEDIA_NEXT_TRACK 0x4000010bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_NEXT_TRACK) */ +#define SDLK_MEDIA_PREVIOUS_TRACK 0x4000010cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PREVIOUS_TRACK) */ +#define SDLK_MEDIA_STOP 0x4000010du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_STOP) */ +#define SDLK_MEDIA_EJECT 0x4000010eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_EJECT) */ +#define SDLK_MEDIA_PLAY_PAUSE 0x4000010fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY_PAUSE) */ +#define SDLK_MEDIA_SELECT 0x40000110u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_SELECT) */ +#define SDLK_AC_NEW 0x40000111u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_NEW) */ +#define SDLK_AC_OPEN 0x40000112u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_OPEN) */ +#define SDLK_AC_CLOSE 0x40000113u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_CLOSE) */ +#define SDLK_AC_EXIT 0x40000114u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_EXIT) */ +#define SDLK_AC_SAVE 0x40000115u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SAVE) */ +#define SDLK_AC_PRINT 0x40000116u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PRINT) */ +#define SDLK_AC_PROPERTIES 0x40000117u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PROPERTIES) */ +#define SDLK_AC_SEARCH 0x40000118u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH) */ +#define SDLK_AC_HOME 0x40000119u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME) */ +#define SDLK_AC_BACK 0x4000011au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK) */ +#define SDLK_AC_FORWARD 0x4000011bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD) */ +#define SDLK_AC_STOP 0x4000011cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP) */ +#define SDLK_AC_REFRESH 0x4000011du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH) */ +#define SDLK_AC_BOOKMARKS 0x4000011eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS) */ +#define SDLK_SOFTLEFT 0x4000011fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT) */ +#define SDLK_SOFTRIGHT 0x40000120u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT) */ +#define SDLK_CALL 0x40000121u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL) */ +#define SDLK_ENDCALL 0x40000122u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL) */ +#define SDLK_LEFT_TAB 0x20000001u /**< Extended key Left Tab */ +#define SDLK_LEVEL5_SHIFT 0x20000002u /**< Extended key Level 5 Shift */ +#define SDLK_MULTI_KEY_COMPOSE 0x20000003u /**< Extended key Multi-key Compose */ +#define SDLK_LMETA 0x20000004u /**< Extended key Left Meta */ +#define SDLK_RMETA 0x20000005u /**< Extended key Right Meta */ +#define SDLK_LHYPER 0x20000006u /**< Extended key Left Hyper */ +#define SDLK_RHYPER 0x20000007u /**< Extended key Right Hyper */ + +/** + * Valid key modifiers (possibly OR'd together). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint16 SDL_Keymod; + +#define SDL_KMOD_NONE 0x0000u /**< no modifier is applicable. */ +#define SDL_KMOD_LSHIFT 0x0001u /**< the left Shift key is down. */ +#define SDL_KMOD_RSHIFT 0x0002u /**< the right Shift key is down. */ +#define SDL_KMOD_LEVEL5 0x0004u /**< the Level 5 Shift key is down. */ +#define SDL_KMOD_LCTRL 0x0040u /**< the left Ctrl (Control) key is down. */ +#define SDL_KMOD_RCTRL 0x0080u /**< the right Ctrl (Control) key is down. */ +#define SDL_KMOD_LALT 0x0100u /**< the left Alt key is down. */ +#define SDL_KMOD_RALT 0x0200u /**< the right Alt key is down. */ +#define SDL_KMOD_LGUI 0x0400u /**< the left GUI key (often the Windows key) is down. */ +#define SDL_KMOD_RGUI 0x0800u /**< the right GUI key (often the Windows key) is down. */ +#define SDL_KMOD_NUM 0x1000u /**< the Num Lock key (may be located on an extended keypad) is down. */ +#define SDL_KMOD_CAPS 0x2000u /**< the Caps Lock key is down. */ +#define SDL_KMOD_MODE 0x4000u /**< the !AltGr key is down. */ +#define SDL_KMOD_SCROLL 0x8000u /**< the Scroll Lock key is down. */ +#define SDL_KMOD_CTRL (SDL_KMOD_LCTRL | SDL_KMOD_RCTRL) /**< Any Ctrl key is down. */ +#define SDL_KMOD_SHIFT (SDL_KMOD_LSHIFT | SDL_KMOD_RSHIFT) /**< Any Shift key is down. */ +#define SDL_KMOD_ALT (SDL_KMOD_LALT | SDL_KMOD_RALT) /**< Any Alt key is down. */ +#define SDL_KMOD_GUI (SDL_KMOD_LGUI | SDL_KMOD_RGUI) /**< Any GUI key is down. */ + +#endif /* SDL_keycode_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_loadso.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_loadso.h new file mode 100644 index 0000000..f8649d7 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_loadso.h @@ -0,0 +1,145 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: SharedObject */ + +/** + * # CategorySharedObject + * + * System-dependent library loading routines. + * + * Shared objects are code that is programmatically loadable at runtime. + * Windows calls these "DLLs", Linux calls them "shared libraries", etc. + * + * To use them, build such a library, then call SDL_LoadObject() on it. Once + * loaded, you can use SDL_LoadFunction() on that object to find the address + * of its exported symbols. When done with the object, call SDL_UnloadObject() + * to dispose of it. + * + * Some things to keep in mind: + * + * - These functions only work on C function names. Other languages may have + * name mangling and intrinsic language support that varies from compiler to + * compiler. + * - Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * - Avoid namespace collisions. If you load a symbol from the library, it is + * not defined whether or not it goes into the global symbol namespace for + * the application. If it does and it conflicts with symbols in your code or + * other shared libraries, you will not get the results you expect. :) + * - Once a library is unloaded, all pointers into it obtained through + * SDL_LoadFunction() become invalid, even if the library is later reloaded. + * Don't unload a library if you plan to use these pointers in the future. + * Notably: beware of giving one of these pointers to atexit(), since it may + * call that pointer after the library unloads. + */ + +#ifndef SDL_loadso_h_ +#define SDL_loadso_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque datatype that represents a loaded shared object. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_LoadObject + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject + */ +typedef struct SDL_SharedObject SDL_SharedObject; + +/** + * Dynamically load a shared object. + * + * \param sofile a system-dependent name of the object file. + * \returns an opaque pointer to the object handle or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject + */ +extern SDL_DECLSPEC SDL_SharedObject * SDLCALL SDL_LoadObject(const char *sofile); + +/** + * Look up the address of the named function in a shared object. + * + * This function pointer is no longer valid after calling SDL_UnloadObject(). + * + * This function can only look up C function names. Other languages may have + * name mangling and intrinsic language support that varies from compiler to + * compiler. + * + * Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * + * If the requested function doesn't exist, NULL is returned. + * + * \param handle a valid shared object handle returned by SDL_LoadObject(). + * \param name the name of the function to look up. + * \returns a pointer to the function or NULL on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadObject + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(SDL_SharedObject *handle, const char *name); + +/** + * Unload a shared object from memory. + * + * Note that any pointers from this object looked up through + * SDL_LoadFunction() will no longer be valid. + * + * \param handle a valid shared object handle returned by SDL_LoadObject(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadObject + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(SDL_SharedObject *handle); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_loadso_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_locale.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_locale.h new file mode 100644 index 0000000..902843e --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_locale.h @@ -0,0 +1,117 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryLocale + * + * SDL locale services. + * + * This provides a way to get a list of preferred locales (language plus + * country) for the user. There is exactly one function: + * SDL_GetPreferredLocales(), which handles all the heavy lifting, and offers + * documentation on all the strange ways humans might have configured their + * language settings. + */ + +#ifndef SDL_locale_h +#define SDL_locale_h + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +extern "C" { +/* *INDENT-ON* */ +#endif + +/** + * A struct to provide locale data. + * + * Locale data is split into a spoken language, like English, and an optional + * country, like Canada. The language will be in ISO-639 format (so English + * would be "en"), and the country, if not NULL, will be an ISO-3166 country + * code (so Canada would be "CA"). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPreferredLocales + */ +typedef struct SDL_Locale +{ + const char *language; /**< A language name, like "en" for English. */ + const char *country; /**< A country, like "US" for America. Can be NULL. */ +} SDL_Locale; + +/** + * Report the user's preferred locale. + * + * Returned language strings are in the format xx, where 'xx' is an ISO-639 + * language specifier (such as "en" for English, "de" for German, etc). + * Country strings are in the format YY, where "YY" is an ISO-3166 country + * code (such as "US" for the United States, "CA" for Canada, etc). Country + * might be NULL if there's no specific guidance on them (so you might get { + * "en", "US" } for American English, but { "en", NULL } means "English + * language, generically"). Language strings are never NULL, except to + * terminate the array. + * + * Please note that not all of these strings are 2 characters; some are three + * or more. + * + * The returned list of locales are in the order of the user's preference. For + * example, a German citizen that is fluent in US English and knows enough + * Japanese to navigate around Tokyo might have a list like: { "de", "en_US", + * "jp", NULL }. Someone from England might prefer British English (where + * "color" is spelled "colour", etc), but will settle for anything like it: { + * "en_GB", "en", NULL }. + * + * This function returns NULL on error, including when the platform does not + * supply this information at all. + * + * This might be a "slow" call that has to query the operating system. It's + * best to ask for this once and save the results. However, this list can + * change, usually because the user has changed a system preference outside of + * your program; SDL will send an SDL_EVENT_LOCALE_CHANGED event in this case, + * if possible, and you can call this function again to get an updated copy of + * preferred locales. + * + * \param count a pointer filled in with the number of locales returned, may + * be NULL. + * \returns a NULL terminated array of locale pointers, or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Locale ** SDLCALL SDL_GetPreferredLocales(int *count); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +} +/* *INDENT-ON* */ +#endif +#include + +#endif /* SDL_locale_h */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_log.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_log.h new file mode 100644 index 0000000..3fd7ec2 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_log.h @@ -0,0 +1,538 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryLog + * + * Simple log messages with priorities and categories. A message's + * SDL_LogPriority signifies how important the message is. A message's + * SDL_LogCategory signifies from what domain it belongs to. Every category + * has a minimum priority specified: when a message belongs to that category, + * it will only be sent out if it has that minimum priority or higher. + * + * SDL's own logs are sent below the default priority threshold, so they are + * quiet by default. + * + * You can change the log verbosity programmatically using + * SDL_SetLogPriority() or with SDL_SetHint(SDL_HINT_LOGGING, ...), or with + * the "SDL_LOGGING" environment variable. This variable is a comma separated + * set of category=level tokens that define the default logging levels for SDL + * applications. + * + * The category can be a numeric category, one of "app", "error", "assert", + * "system", "audio", "video", "render", "input", "test", or `*` for any + * unspecified category. + * + * The level can be a numeric level, one of "trace", "verbose", "debug", + * "info", "warn", "error", "critical", or "quiet" to disable that category. + * + * You can omit the category if you want to set the logging level for all + * categories. + * + * If this hint isn't set, the default log levels are equivalent to: + * + * `app=info,assert=warn,test=verbose,*=error` + * + * Here's where the messages go on different platforms: + * + * - Windows: debug output stream + * - Android: log output + * - Others: standard error output (stderr) + * + * You don't need to have a newline (`\n`) on the end of messages, the + * functions will do that for you. For consistent behavior cross-platform, you + * shouldn't have any newlines in messages, such as to log multiple lines in + * one call; unusual platform-specific behavior can be observed in such usage. + * Do one log call per line instead, with no newlines in messages. + * + * Each log call is atomic, so you won't see log messages cut off one another + * when logging from multiple threads. + */ + +#ifndef SDL_log_h_ +#define SDL_log_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The predefined log categories + * + * By default the application and gpu categories are enabled at the INFO + * level, the assert category is enabled at the WARN level, test is enabled at + * the VERBOSE level and all other categories are enabled at the ERROR level. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_LogCategory +{ + SDL_LOG_CATEGORY_APPLICATION, + SDL_LOG_CATEGORY_ERROR, + SDL_LOG_CATEGORY_ASSERT, + SDL_LOG_CATEGORY_SYSTEM, + SDL_LOG_CATEGORY_AUDIO, + SDL_LOG_CATEGORY_VIDEO, + SDL_LOG_CATEGORY_RENDER, + SDL_LOG_CATEGORY_INPUT, + SDL_LOG_CATEGORY_TEST, + SDL_LOG_CATEGORY_GPU, + + /* Reserved for future SDL library use */ + SDL_LOG_CATEGORY_RESERVED2, + SDL_LOG_CATEGORY_RESERVED3, + SDL_LOG_CATEGORY_RESERVED4, + SDL_LOG_CATEGORY_RESERVED5, + SDL_LOG_CATEGORY_RESERVED6, + SDL_LOG_CATEGORY_RESERVED7, + SDL_LOG_CATEGORY_RESERVED8, + SDL_LOG_CATEGORY_RESERVED9, + SDL_LOG_CATEGORY_RESERVED10, + + /* Beyond this point is reserved for application use, e.g. + enum { + MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM, + MYAPP_CATEGORY_AWESOME2, + MYAPP_CATEGORY_AWESOME3, + ... + }; + */ + SDL_LOG_CATEGORY_CUSTOM +} SDL_LogCategory; + +/** + * The predefined log priorities + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_LogPriority +{ + SDL_LOG_PRIORITY_INVALID, + SDL_LOG_PRIORITY_TRACE, + SDL_LOG_PRIORITY_VERBOSE, + SDL_LOG_PRIORITY_DEBUG, + SDL_LOG_PRIORITY_INFO, + SDL_LOG_PRIORITY_WARN, + SDL_LOG_PRIORITY_ERROR, + SDL_LOG_PRIORITY_CRITICAL, + SDL_LOG_PRIORITY_COUNT +} SDL_LogPriority; + + +/** + * Set the priority of all log categories. + * + * \param priority the SDL_LogPriority to assign. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResetLogPriorities + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriorities(SDL_LogPriority priority); + +/** + * Set the priority of a particular log category. + * + * \param category the category to assign a priority to. + * \param priority the SDL_LogPriority to assign. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetLogPriority + * \sa SDL_ResetLogPriorities + * \sa SDL_SetLogPriorities + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriority(int category, SDL_LogPriority priority); + +/** + * Get the priority of a particular log category. + * + * \param category the category to query. + * \returns the SDL_LogPriority for the requested category. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC SDL_LogPriority SDLCALL SDL_GetLogPriority(int category); + +/** + * Reset all priorities to default. + * + * This is called by SDL_Quit(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogPriorities + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetLogPriorities(void); + +/** + * Set the text prepended to log messages of a given priority. + * + * By default SDL_LOG_PRIORITY_INFO and below have no prefix, and + * SDL_LOG_PRIORITY_WARN and higher have a prefix showing their priority, e.g. + * "WARNING: ". + * + * \param priority the SDL_LogPriority to modify. + * \param prefix the prefix to use for that log priority, or NULL to use no + * prefix. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogPriorities + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetLogPriorityPrefix(SDL_LogPriority priority, const char *prefix); + +/** + * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO. + * + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Log a message with SDL_LOG_PRIORITY_TRACE. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogTrace(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_VERBOSE. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_DEBUG. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_INFO. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_WARN. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_ERROR. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_CRITICAL. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with the specified category and priority. + * + * \param category the category of the message. + * \param priority the priority of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogMessage(int category, + SDL_LogPriority priority, + SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); + +/** + * Log a message with the specified category and priority. + * + * \param category the category of the message. + * \param priority the priority of the message. + * \param fmt a printf() style message format string. + * \param ap a variable argument list. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogMessageV(int category, + SDL_LogPriority priority, + SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); + +/** + * The prototype for the log output callback function. + * + * This function is called by SDL when there is new text to be logged. A mutex + * is held so that this function is never called by more than one thread at + * once. + * + * \param userdata what was passed as `userdata` to + * SDL_SetLogOutputFunction(). + * \param category the category of the message. + * \param priority the priority of the message. + * \param message the message being output. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message); + +/** + * Get the default log output function. + * + * \returns the default log output callback. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogOutputFunction + * \sa SDL_GetLogOutputFunction + */ +extern SDL_DECLSPEC SDL_LogOutputFunction SDLCALL SDL_GetDefaultLogOutputFunction(void); + +/** + * Get the current log output function. + * + * \param callback an SDL_LogOutputFunction filled in with the current log + * callback. + * \param userdata a pointer filled in with the pointer that is passed to + * `callback`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDefaultLogOutputFunction + * \sa SDL_SetLogOutputFunction + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetLogOutputFunction(SDL_LogOutputFunction *callback, void **userdata); + +/** + * Replace the default log output function with one of your own. + * + * \param callback an SDL_LogOutputFunction to call instead of the default. + * \param userdata a pointer that is passed to `callback`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDefaultLogOutputFunction + * \sa SDL_GetLogOutputFunction + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetLogOutputFunction(SDL_LogOutputFunction callback, void *userdata); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_log_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_main.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_main.h new file mode 100644 index 0000000..905d78e --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_main.h @@ -0,0 +1,675 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMain + * + * Redefine main() if necessary so that it is called by SDL. + * + * In order to make this consistent on all platforms, the application's main() + * should look like this: + * + * ```c + * #include + * #include + * + * int main(int argc, char *argv[]) + * { + * } + * ``` + * + * SDL will take care of platform specific details on how it gets called. + * + * This is also where an app can be configured to use the main callbacks, via + * the SDL_MAIN_USE_CALLBACKS macro. + * + * SDL_main.h is a "single-header library," which is to say that including + * this header inserts code into your program, and you should only include it + * once in most cases. SDL.h does not include this header automatically. + * + * For more information, see: + * + * https://wiki.libsdl.org/SDL3/README/main-functions + */ + +#ifndef SDL_main_h_ +#define SDL_main_h_ + +#include +#include +#include +#include + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Inform SDL that the app is providing an entry point instead of SDL. + * + * SDL does not define this macro, but will check if it is defined when + * including `SDL_main.h`. If defined, SDL will expect the app to provide the + * proper entry point for the platform, and all the other magic details + * needed, like manually calling SDL_SetMainReady. + * + * Please see [README/main-functions](README/main-functions), (or + * docs/README-main-functions.md in the source tree) for a more detailed + * explanation. + * + * \since This macro is used by the headers since SDL 3.2.0. + */ +#define SDL_MAIN_HANDLED 1 + +/** + * Inform SDL to use the main callbacks instead of main. + * + * SDL does not define this macro, but will check if it is defined when + * including `SDL_main.h`. If defined, SDL will expect the app to provide + * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and + * SDL_AppQuit. The app should not provide a `main` function in this case, and + * doing so will likely cause the build to fail. + * + * Please see [README/main-functions](README/main-functions), (or + * docs/README-main-functions.md in the source tree) for a more detailed + * explanation. + * + * \since This macro is used by the headers since SDL 3.2.0. + * + * \sa SDL_AppInit + * \sa SDL_AppEvent + * \sa SDL_AppIterate + * \sa SDL_AppQuit + */ +#define SDL_MAIN_USE_CALLBACKS 1 + +/** + * Defined if the target platform offers a special mainline through SDL. + * + * This won't be defined otherwise. If defined, SDL's headers will redefine + * `main` to `SDL_main`. + * + * This macro is defined by `SDL_main.h`, which is not automatically included + * by `SDL.h`. + * + * Even if available, an app can define SDL_MAIN_HANDLED and provide their + * own, if they know what they're doing. + * + * This macro is used internally by SDL, and apps probably shouldn't rely on it. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MAIN_AVAILABLE + +/** + * Defined if the target platform _requires_ a special mainline through SDL. + * + * This won't be defined otherwise. If defined, SDL's headers will redefine + * `main` to `SDL_main`. + * + * This macro is defined by `SDL_main.h`, which is not automatically included + * by `SDL.h`. + * + * Even if required, an app can define SDL_MAIN_HANDLED and provide their + * own, if they know what they're doing. + * + * This macro is used internally by SDL, and apps probably shouldn't rely on it. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MAIN_NEEDED + +#endif + +#if defined(__has_include) + #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h") + #define SDL_PLATFORM_PRIVATE_MAIN + #endif +#endif + +#ifndef SDL_MAIN_HANDLED + #if defined(SDL_PLATFORM_PRIVATE_MAIN) + /* Private platforms may have their own ideas about entry points. */ + #include "SDL_main_private.h" + + #elif defined(SDL_PLATFORM_WIN32) + /* On Windows SDL provides WinMain(), which parses the command line and passes + the arguments to your main function. + + If you provide your own WinMain(), you may define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #elif defined(SDL_PLATFORM_GDK) + /* On GDK, SDL provides a main function that initializes the game runtime. + + If you prefer to write your own WinMain-function instead of having SDL + provide one that calls your main() function, + #define SDL_MAIN_HANDLED before #include'ing SDL_main.h + and call the SDL_RunApp function from your entry point. + */ + #define SDL_MAIN_NEEDED + + #elif defined(SDL_PLATFORM_IOS) + /* On iOS SDL provides a main function that creates an application delegate + and starts the iOS application run loop. + + To use it, just #include SDL_main.h in the source file that contains your + main() function. + + See src/video/uikit/SDL_uikitappdelegate.m for more details. + */ + #define SDL_MAIN_NEEDED + + #elif defined(SDL_PLATFORM_ANDROID) + /* On Android SDL provides a Java class in SDLActivity.java that is the + main activity entry point. + + See docs/README-android.md for more details on extending that class. + */ + #define SDL_MAIN_NEEDED + + /* As this is launched from Java, the real entry point (main() function) + is outside of the the binary built from this code. + This define makes sure that, unlike on other platforms, SDL_main.h + and SDL_main_impl.h export an `SDL_main()` function (to be called + from Java), but don't implement a native `int main(int argc, char* argv[])` + or similar. + */ + #define SDL_MAIN_EXPORTED + + #elif defined(SDL_PLATFORM_EMSCRIPTEN) + /* On Emscripten, SDL provides a main function that converts URL + parameters that start with "SDL_" to environment variables, so + they can be used as SDL hints, etc. + + This is 100% optional, so if you don't want this to happen, you may + define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #elif defined(SDL_PLATFORM_PSP) + /* On PSP SDL provides a main function that sets the module info, + activates the GPU and starts the thread required to be able to exit + the software. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #elif defined(SDL_PLATFORM_PS2) + #define SDL_MAIN_AVAILABLE + + #define SDL_PS2_SKIP_IOP_RESET() \ + void reset_IOP(); \ + void reset_IOP() {} + + #elif defined(SDL_PLATFORM_3DS) + /* + On N3DS, SDL provides a main function that sets up the screens + and storage. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #endif +#endif /* SDL_MAIN_HANDLED */ + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to tag a main entry point function as exported. + * + * Most platforms don't need this, and the macro will be defined to nothing. + * Some, like Android, keep the entry points in a shared library and need to + * explicitly export the symbols. + * + * External code rarely needs this, and if it needs something, it's almost + * always SDL_DECLSPEC instead. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_DECLSPEC + */ +#define SDLMAIN_DECLSPEC + +#elif defined(SDL_MAIN_EXPORTED) +/* We need to export SDL_main so it can be launched from external code, + like SDLActivity.java on Android */ +#define SDLMAIN_DECLSPEC SDL_DECLSPEC +#else +/* usually this is empty */ +#define SDLMAIN_DECLSPEC +#endif /* SDL_MAIN_EXPORTED */ + +#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS) +#define main SDL_main +#endif + +#include +#include +#ifdef __cplusplus +extern "C" { +#endif + +/* + * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including + * SDL_main.h, and then your application will _not_ have a standard + * "main" entry point. Instead, it will operate as a collection of + * functions that are called as necessary by the system. On some + * platforms, this is just a layer where SDL drives your program + * instead of your program driving SDL, on other platforms this might + * hook into the OS to manage the lifecycle. Programs on most platforms + * can use whichever approach they prefer, but the decision boils down + * to: + * + * - Using a standard "main" function: this works like it always has for + * the past 50+ years in C programming, and your app is in control. + * - Using the callback functions: this might clean up some code, + * avoid some #ifdef blocks in your program for some platforms, be more + * resource-friendly to the system, and possibly be the primary way to + * access some future platforms (but none require this at the moment). + * + * This is up to the app; both approaches are considered valid and supported + * ways to write SDL apps. + * + * If using the callbacks, don't define a "main" function. Instead, implement + * the functions listed below in your program. + */ +#ifdef SDL_MAIN_USE_CALLBACKS + +/** + * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called by SDL once, at startup. The function should + * initialize whatever is necessary, possibly create windows and open audio + * devices, etc. The `argc` and `argv` parameters work like they would with a + * standard "main" function. + * + * This function should not go into an infinite mainloop; it should do any + * one-time setup it requires and then return. + * + * The app may optionally assign a pointer to `*appstate`. This pointer will + * be provided on every future call to the other entry points, to allow + * application state to be preserved between functions without the app needing + * to use a global variable. If this isn't set, the pointer will be NULL in + * future entry points. + * + * If this function returns SDL_APP_CONTINUE, the app will proceed to normal + * operation, and will begin receiving repeated calls to SDL_AppIterate and + * SDL_AppEvent for the life of the program. If this function returns + * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with + * an exit code that reports an error to the platform. If it returns + * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code + * that reports success to the platform. + * + * This function is called by SDL on the main thread. + * + * \param appstate a place where the app can optionally store a pointer for + * future use. + * \param argc the standard ANSI C main's argc; number of elements in `argv`. + * \param argv the standard ANSI C main's argv; array of command line + * arguments. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppIterate + * \sa SDL_AppEvent + * \sa SDL_AppQuit + */ +extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]); + +/** + * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called repeatedly by SDL after SDL_AppInit returns 0. The + * function should operate as a single iteration the program's primary loop; + * it should update whatever state it needs and draw a new frame of video, + * usually. + * + * On some platforms, this function will be called at the refresh rate of the + * display (which might change during the life of your app!). There are no + * promises made about what frequency this function might run at. You should + * use SDL's timer functions if you need to see how much time has passed since + * the last iteration. + * + * There is no need to process the SDL event queue during this function; SDL + * will send events as they arrive in SDL_AppEvent, and in most cases the + * event queue will be empty when this function runs anyhow. + * + * This function should not go into an infinite mainloop; it should do one + * iteration of whatever the program does and return. + * + * The `appstate` parameter is an optional pointer provided by the app during + * SDL_AppInit(). If the app never provided a pointer, this will be NULL. + * + * If this function returns SDL_APP_CONTINUE, the app will continue normal + * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for + * the life of the program. If this function returns SDL_APP_FAILURE, SDL will + * call SDL_AppQuit and terminate the process with an exit code that reports + * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls + * SDL_AppQuit and terminates with an exit code that reports success to the + * platform. + * + * This function is called by SDL on the main thread. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \threadsafety This function may get called concurrently with SDL_AppEvent() + * for events not pushed on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppInit + * \sa SDL_AppEvent + */ +extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate); + +/** + * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called as needed by SDL after SDL_AppInit returns + * SDL_APP_CONTINUE. It is called once for each new event. + * + * There is (currently) no guarantee about what thread this will be called + * from; whatever thread pushes an event onto SDL's queue will trigger this + * function. SDL is responsible for pumping the event queue between each call + * to SDL_AppIterate, so in normal operation one should only get events in a + * serial fashion, but be careful if you have a thread that explicitly calls + * SDL_PushEvent. SDL itself will push events to the queue on the main thread. + * + * Events sent to this function are not owned by the app; if you need to save + * the data, you should copy it. + * + * This function should not go into an infinite mainloop; it should handle the + * provided event appropriately and return. + * + * The `appstate` parameter is an optional pointer provided by the app during + * SDL_AppInit(). If the app never provided a pointer, this will be NULL. + * + * If this function returns SDL_APP_CONTINUE, the app will continue normal + * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for + * the life of the program. If this function returns SDL_APP_FAILURE, SDL will + * call SDL_AppQuit and terminate the process with an exit code that reports + * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls + * SDL_AppQuit and terminates with an exit code that reports success to the + * platform. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param event the new event for the app to examine. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \threadsafety This function may get called concurrently with + * SDL_AppIterate() or SDL_AppQuit() for events not pushed from + * the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppInit + * \sa SDL_AppIterate + */ +extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event); + +/** + * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called once by SDL before terminating the program. + * + * This function will be called no matter what, even if SDL_AppInit requests + * termination. + * + * This function should not go into an infinite mainloop; it should + * deinitialize any resources necessary, perform whatever shutdown activities, + * and return. + * + * You do not need to call SDL_Quit() in this function, as SDL will call it + * after this function returns and before the process terminates, but it is + * safe to do so. + * + * The `appstate` parameter is an optional pointer provided by the app during + * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This + * function call is the last time this pointer will be provided, so any + * resources to it should be cleaned up here. + * + * This function is called by SDL on the main thread. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param result the result code that terminated the app (success or failure). + * + * \threadsafety SDL_AppEvent() may get called concurrently with this function + * if other threads that push events are still active. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppInit + */ +extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result); + +#endif /* SDL_MAIN_USE_CALLBACKS */ + + +/** + * The prototype for the application's main() function + * + * \param argc an ANSI-C style main function's argc. + * \param argv an ANSI-C style main function's argv. + * \returns an ANSI-C main return code; generally 0 is considered successful + * program completion, and small non-zero values are considered + * errors. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]); + +/** + * An app-supplied function for program entry. + * + * Apps do not directly create this function; they should create a standard + * ANSI-C `main` function instead. If SDL needs to insert some startup code + * before `main` runs, or the platform doesn't actually _use_ a function + * called "main", SDL will do some macro magic to redefine `main` to + * `SDL_main` and provide its own `main`. + * + * Apps should include `SDL_main.h` in the same file as their `main` function, + * and they should not use that symbol for anything else in that file, as it + * might get redefined. + * + * This function is only provided by the app if it isn't using + * SDL_MAIN_USE_CALLBACKS. + * + * Program startup is a surprisingly complex topic. Please see + * [README/main-functions](README/main-functions), (or + * docs/README-main-functions.md in the source tree) for a more detailed + * explanation. + * + * \param argc an ANSI-C style main function's argc. + * \param argv an ANSI-C style main function's argv. + * \returns an ANSI-C main return code; generally 0 is considered successful + * program completion, and small non-zero values are considered + * errors. + * + * \threadsafety This is the program entry point. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]); + +/** + * Circumvent failure of SDL_Init() when not using SDL_main() as an entry + * point. + * + * This function is defined in SDL_main.h, along with the preprocessor rule to + * redefine main() as SDL_main(). Thus to ensure that your main() function + * will not be changed it is necessary to define SDL_MAIN_HANDLED before + * including SDL.h. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void); + +/** + * Initializes and launches an SDL application, by doing platform-specific + * initialization before calling your mainFunction and cleanups after it + * returns, if that is needed for a specific platform, otherwise it just calls + * mainFunction. + * + * You can use this if you want to use your own main() implementation without + * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do + * *not* need SDL_SetMainReady(). + * + * \param argc the argc parameter from the application's main() function, or 0 + * if the platform's main-equivalent has no argc. + * \param argv the argv parameter from the application's main() function, or + * NULL if the platform's main-equivalent has no argv. + * \param mainFunction your SDL app's C-style main(). NOT the function you're + * calling this from! Its name doesn't matter; it doesn't + * literally have to be `main`. + * \param reserved should be NULL (reserved for future use, will probably be + * platform-specific then). + * \returns the return value from mainFunction: 0 on success, otherwise + * failure; SDL_GetError() might have more information on the + * failure. + * + * \threadsafety Generally this is called once, near startup, from the + * process's initial thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved); + +/** + * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS. + * + * Generally, you should not call this function directly. This only exists to + * hand off work into SDL as soon as possible, where it has a lot more control + * and functionality available, and make the inline code in SDL_main.h as + * small as possible. + * + * Not all platforms use this, it's actual use is hidden in a magic + * header-only library, and you should not call this directly unless you + * _really_ know what you're doing. + * + * \param argc standard Unix main argc. + * \param argv standard Unix main argv. + * \param appinit the application's SDL_AppInit function. + * \param appiter the application's SDL_AppIterate function. + * \param appevent the application's SDL_AppEvent function. + * \param appquit the application's SDL_AppQuit function. + * \returns standard Unix main return value. + * + * \threadsafety It is not safe to call this anywhere except as the only + * function call in SDL_main. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit); + + +#if defined(SDL_PLATFORM_WINDOWS) + +/** + * Register a win32 window class for SDL's use. + * + * This can be called to set the application window class at startup. It is + * safe to call this multiple times, as long as every call is eventually + * paired with a call to SDL_UnregisterApp, but a second registration attempt + * while a previous registration is still active will be ignored, other than + * to increment a counter. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when initializing the video subsystem. + * + * \param name the window class name, in UTF-8 encoding. If NULL, SDL + * currently uses "SDL_app" but this isn't guaranteed. + * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL + * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of + * what is specified here. + * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL + * will use `GetModuleHandle(NULL)` instead. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); + +/** + * Deregister the win32 window class from an SDL_RegisterApp call. + * + * This can be called to undo the effects of SDL_RegisterApp. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when deinitializing the video subsystem. + * + * It is safe to call this multiple times, as long as every call is eventually + * paired with a prior call to SDL_RegisterApp. The window class will only be + * deregistered when the registration counter in SDL_RegisterApp decrements to + * zero through calls to this function. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void); + +#endif /* defined(SDL_PLATFORM_WINDOWS) */ + +/** + * Callback from the application to let the suspend continue. + * + * This function is only needed for Xbox GDK support; all other platforms will + * do nothing and set an "unsupported" error message. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); + +#ifdef __cplusplus +} +#endif + +#include + +#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) + /* include header-only SDL_main implementations */ + #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) + /* platforms which main (-equivalent) can be implemented in plain C */ + #include + #endif +#endif + +#endif /* SDL_main_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_main_impl.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_main_impl.h new file mode 100644 index 0000000..14ebb42 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_main_impl.h @@ -0,0 +1,151 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Main */ + +#ifndef SDL_main_impl_h_ +#define SDL_main_impl_h_ + +#ifndef SDL_main_h_ +#error "This header should not be included directly, but only via SDL_main.h!" +#endif + +/* if someone wants to include SDL_main.h but doesn't want the main handing magic, + (maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first. + SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation, + not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants + to have the SDL_main implementation (from this header) in another source file + than their main() function, for example if SDL_main requires C++ + and main() is implemented in plain C */ +#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) + + /* the implementations below must be able to use the implement real main(), nothing renamed + (the user's main() will be renamed to SDL_main so it can be called from here) */ + #ifdef main + #undef main + #endif + + #ifdef SDL_MAIN_USE_CALLBACKS + + #if 0 + /* currently there are no platforms that _need_ a magic entry point here + for callbacks, but if one shows up, implement it here. */ + + #else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */ + + /* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */ + #define SDL_MAIN_CALLBACK_STANDARD 1 + + int SDL_main(int argc, char **argv) + { + return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit); + } + + #endif /* platform-specific tests */ + + #endif /* SDL_MAIN_USE_CALLBACKS */ + + + /* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point, + unless the real entry point needs to be somewhere else entirely, like Android where it's in Java code */ + #if (!defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)) && !defined(SDL_MAIN_EXPORTED) + + #if defined(SDL_PLATFORM_PRIVATE_MAIN) + /* Private platforms may have their own ideas about entry points. */ + #include "SDL_main_impl_private.h" + + #elif defined(SDL_PLATFORM_WINDOWS) + + /* these defines/typedefs are needed for the WinMain() definition */ + #ifndef WINAPI + #define WINAPI __stdcall + #endif + + typedef struct HINSTANCE__ * HINSTANCE; + typedef char *LPSTR; + typedef wchar_t *PWSTR; + + /* The VC++ compiler needs main/wmain defined, but not for GDK */ + #if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK) + + /* This is where execution begins [console apps] */ + #if defined(UNICODE) && UNICODE + int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp) + { + (void)argc; + (void)wargv; + (void)wenvp; + return SDL_RunApp(0, NULL, SDL_main, NULL); + } + #else /* ANSI */ + int main(int argc, char *argv[]) + { + (void)argc; + (void)argv; + return SDL_RunApp(0, NULL, SDL_main, NULL); + } + #endif /* UNICODE */ + + #endif /* _MSC_VER && ! SDL_PLATFORM_GDK */ + + /* This is where execution begins [windowed apps and GDK] */ + + #ifdef __cplusplus + extern "C" { + #endif + + #if defined(UNICODE) && UNICODE + int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw) + #else /* ANSI */ + int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw) + #endif + { + (void)hInst; + (void)hPrev; + (void)szCmdLine; + (void)sw; + return SDL_RunApp(0, NULL, SDL_main, NULL); + } + + #ifdef __cplusplus + } /* extern "C" */ + #endif + + /* end of SDL_PLATFORM_WINDOWS impls */ + + #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */ + int main(int argc, char *argv[]) + { + return SDL_RunApp(argc, argv, SDL_main, NULL); + } + + /* end of impls for standard-conforming platforms */ + + #endif /* SDL_PLATFORM_WIN32 etc */ + + #endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */ + + /* rename users main() function to SDL_main() so it can be called from the wrappers above */ + #define main SDL_main + +#endif /* SDL_MAIN_HANDLED */ + +#endif /* SDL_main_impl_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_messagebox.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_messagebox.h new file mode 100644 index 0000000..365ae36 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_messagebox.h @@ -0,0 +1,226 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMessagebox + * + * SDL offers a simple message box API, which is useful for simple alerts, + * such as informing the user when something fatal happens at startup without + * the need to build a UI for it (or informing the user _before_ your UI is + * ready). + * + * These message boxes are native system dialogs where possible. + * + * There is both a customizable function (SDL_ShowMessageBox()) that offers + * lots of options for what to display and reports on what choice the user + * made, and also a much-simplified version (SDL_ShowSimpleMessageBox()), + * merely takes a text message and title, and waits until the user presses a + * single "OK" UI button. Often, this is all that is necessary. + */ + +#ifndef SDL_messagebox_h_ +#define SDL_messagebox_h_ + +#include +#include +#include /* For SDL_Window */ + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Message box flags. + * + * If supported will display warning icon, etc. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_MessageBoxFlags; + +#define SDL_MESSAGEBOX_ERROR 0x00000010u /**< error dialog */ +#define SDL_MESSAGEBOX_WARNING 0x00000020u /**< warning dialog */ +#define SDL_MESSAGEBOX_INFORMATION 0x00000040u /**< informational dialog */ +#define SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT 0x00000080u /**< buttons placed left to right */ +#define SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT 0x00000100u /**< buttons placed right to left */ + +/** + * SDL_MessageBoxButtonData flags. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_MessageBoxButtonFlags; + +#define SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT 0x00000001u /**< Marks the default button when return is hit */ +#define SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT 0x00000002u /**< Marks the default button when escape is hit */ + +/** + * Individual button data. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxButtonData +{ + SDL_MessageBoxButtonFlags flags; + int buttonID; /**< User defined button id (value returned via SDL_ShowMessageBox) */ + const char *text; /**< The UTF-8 button text */ +} SDL_MessageBoxButtonData; + +/** + * RGB value used in a message box color scheme + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxColor +{ + Uint8 r, g, b; +} SDL_MessageBoxColor; + +/** + * An enumeration of indices inside the colors array of + * SDL_MessageBoxColorScheme. + */ +typedef enum SDL_MessageBoxColorType +{ + SDL_MESSAGEBOX_COLOR_BACKGROUND, + SDL_MESSAGEBOX_COLOR_TEXT, + SDL_MESSAGEBOX_COLOR_BUTTON_BORDER, + SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND, + SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED, + SDL_MESSAGEBOX_COLOR_COUNT /**< Size of the colors array of SDL_MessageBoxColorScheme. */ +} SDL_MessageBoxColorType; + +/** + * A set of colors to use for message box dialogs + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxColorScheme +{ + SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_COUNT]; +} SDL_MessageBoxColorScheme; + +/** + * MessageBox structure containing title, text, window, etc. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxData +{ + SDL_MessageBoxFlags flags; + SDL_Window *window; /**< Parent window, can be NULL */ + const char *title; /**< UTF-8 title */ + const char *message; /**< UTF-8 message text */ + + int numbuttons; + const SDL_MessageBoxButtonData *buttons; + + const SDL_MessageBoxColorScheme *colorScheme; /**< SDL_MessageBoxColorScheme, can be NULL to use system settings */ +} SDL_MessageBoxData; + +/** + * Create a modal message box. + * + * If your needs aren't complex, it might be easier to use + * SDL_ShowSimpleMessageBox. + * + * This function should be called on the thread that created the parent + * window, or on the main thread if the messagebox has no parent. It will + * block execution of that thread until the user clicks a button or closes the + * messagebox. + * + * This function may be called at any time, even before SDL_Init(). This makes + * it useful for reporting errors like a failure to create a renderer or + * OpenGL context. + * + * On X11, SDL rolls its own dialog box with X11 primitives instead of a + * formal toolkit like GTK+ or Qt. + * + * Note that if SDL_Init() would fail because there isn't any available video + * target, this function is likely to fail for the same reasons. If this is a + * concern, check the return value from this function and fall back to writing + * to stderr if you can. + * + * \param messageboxdata the SDL_MessageBoxData structure with title, text and + * other options. + * \param buttonid the pointer to which user id of hit button should be + * copied. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowSimpleMessageBox + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); + +/** + * Display a simple modal message box. + * + * If your needs aren't complex, this function is preferred over + * SDL_ShowMessageBox. + * + * `flags` may be any of the following: + * + * - `SDL_MESSAGEBOX_ERROR`: error dialog + * - `SDL_MESSAGEBOX_WARNING`: warning dialog + * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog + * + * This function should be called on the thread that created the parent + * window, or on the main thread if the messagebox has no parent. It will + * block execution of that thread until the user clicks a button or closes the + * messagebox. + * + * This function may be called at any time, even before SDL_Init(). This makes + * it useful for reporting errors like a failure to create a renderer or + * OpenGL context. + * + * On X11, SDL rolls its own dialog box with X11 primitives instead of a + * formal toolkit like GTK+ or Qt. + * + * Note that if SDL_Init() would fail because there isn't any available video + * target, this function is likely to fail for the same reasons. If this is a + * concern, check the return value from this function and fall back to writing + * to stderr if you can. + * + * \param flags an SDL_MessageBoxFlags value. + * \param title UTF-8 title text. + * \param message UTF-8 message text. + * \param window the parent window, or NULL for no parent. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowMessageBox + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags flags, const char *title, const char *message, SDL_Window *window); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_messagebox_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_metal.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_metal.h new file mode 100644 index 0000000..14b1bc8 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_metal.h @@ -0,0 +1,107 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMetal + * + * Functions to creating Metal layers and views on SDL windows. + * + * This provides some platform-specific glue for Apple platforms. Most macOS + * and iOS apps can use SDL without these functions, but this API they can be + * useful for specific OS-level integration tasks. + */ + +#ifndef SDL_metal_h_ +#define SDL_metal_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_MetalView; + +/** + * \name Metal support functions + */ +/* @{ */ + +/** + * Create a CAMetalLayer-backed NSView/UIView and attach it to the specified + * window. + * + * On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on + * its own. It is up to user code to do that. + * + * The returned handle can be casted directly to a NSView or UIView. To access + * the backing CAMetalLayer, call SDL_Metal_GetLayer(). + * + * \param window the window. + * \returns handle NSView or UIView. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Metal_DestroyView + * \sa SDL_Metal_GetLayer + */ +extern SDL_DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window *window); + +/** + * Destroy an existing SDL_MetalView object. + * + * This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was + * called after SDL_CreateWindow. + * + * \param view the SDL_MetalView object. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Metal_CreateView + */ +extern SDL_DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view); + +/** + * Get a pointer to the backing CAMetalLayer for the given view. + * + * \param view the SDL_MetalView object. + * \returns a pointer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_Metal_GetLayer(SDL_MetalView view); + +/* @} *//* Metal support functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_metal_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_misc.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_misc.h new file mode 100644 index 0000000..3dd6fcd --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_misc.h @@ -0,0 +1,78 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMisc + * + * SDL API functions that don't fit elsewhere. + */ + +#ifndef SDL_misc_h_ +#define SDL_misc_h_ + +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Open a URL/URI in the browser or other appropriate external application. + * + * Open a URL in a separate, system-provided application. How this works will + * vary wildly depending on the platform. This will likely launch what makes + * sense to handle a specific URL's protocol (a web browser for `http://`, + * etc), but it might also be able to launch file managers for directories and + * other things. + * + * What happens when you open a URL varies wildly as well: your game window + * may lose focus (and may or may not lose focus if your game was fullscreen + * or grabbing input at the time). On mobile devices, your app will likely + * move to the background or your process might be paused. Any given platform + * may or may not handle a given URL. + * + * If this is unimplemented (or simply unavailable) for a platform, this will + * fail with an error. A successful result does not mean the URL loaded, just + * that we launched _something_ to handle it (or at least believe we did). + * + * All this to say: this function can be useful, but you should definitely + * test it on every platform you target. + * + * \param url a valid URL/URI to open. Use `file:///full/path/to/file` for + * local files, if supported. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_OpenURL(const char *url); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_misc_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_mouse.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_mouse.h new file mode 100644 index 0000000..864135d --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_mouse.h @@ -0,0 +1,689 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMouse + * + * Any GUI application has to deal with the mouse, and SDL provides functions + * to manage mouse input and the displayed cursor. + * + * Most interactions with the mouse will come through the event subsystem. + * Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button + * generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the + * current state of the mouse at any time with SDL_GetMouseState(). + * + * For certain games, it's useful to disassociate the mouse cursor from mouse + * input. An FPS, for example, would not want the player's motion to stop as + * the mouse hits the edge of the window. For these scenarios, use + * SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input + * to the window, and reads mouse input no matter how far it moves. + * + * Games that want the system to track the mouse but want to draw their own + * cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more + * efficient to let the system manage the cursor, if possible, using + * SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(), + * or perhaps just a specific system cursor from SDL_CreateSystemCursor(). + * + * SDL can, on many platforms, differentiate between multiple connected mice, + * allowing for interesting input scenarios and multiplayer games. They can be + * enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and + * SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged. + * + * Since many apps only care about basic mouse input, SDL offers a virtual + * mouse device for touch and pen input, which often can make a desktop + * application work on a touchscreen phone without any code changes. Apps that + * care about touch/pen separately from mouse input should filter out events + * with a `which` field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID. + */ + +#ifndef SDL_mouse_h_ +#define SDL_mouse_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a mouse for the time it is connected to the system, + * and is never reused for the lifetime of the application. + * + * If the mouse is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_MouseID; + +/** + * The structure used to identify an SDL cursor. + * + * This is opaque data. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Cursor SDL_Cursor; + +/** + * Cursor types for SDL_CreateSystemCursor(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_SystemCursor +{ + SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */ + SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */ + SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */ + SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */ + SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */ + SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */ + SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */ + SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */ + SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */ + SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */ + SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */ + SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */ + SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */ + SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */ + SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */ + SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */ + SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */ + SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */ + SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */ + SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */ + SDL_SYSTEM_CURSOR_COUNT +} SDL_SystemCursor; + +/** + * Scroll direction types for the Scroll event + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_MouseWheelDirection +{ + SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ + SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ +} SDL_MouseWheelDirection; + +/** + * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc. + * + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button + * - Button 4: Side mouse button 1 + * - Button 5: Side mouse button 2 + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetMouseState + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + */ +typedef Uint32 SDL_MouseButtonFlags; + +#define SDL_BUTTON_LEFT 1 +#define SDL_BUTTON_MIDDLE 2 +#define SDL_BUTTON_RIGHT 3 +#define SDL_BUTTON_X1 4 +#define SDL_BUTTON_X2 5 + +#define SDL_BUTTON_MASK(X) (1u << ((X)-1)) +#define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) +#define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) +#define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) +#define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) +#define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) + + +/* Function prototypes */ + +/** + * Return whether a mouse is currently connected. + * + * \returns true if a mouse is connected, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void); + +/** + * Get a list of currently connected mice. + * + * Note that this will include any device or virtual driver that includes + * mouse functionality, including some game controllers, KVM switches, etc. + * You should wait for input from a device before you consider it actively in + * use. + * + * \param count a pointer filled in with the number of mice returned, may be + * NULL. + * \returns a 0 terminated array of mouse instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMouseNameForID + * \sa SDL_HasMouse + */ +extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count); + +/** + * Get the name of a mouse. + * + * This function returns "" if the mouse doesn't have a name. + * + * \param instance_id the mouse instance ID. + * \returns the name of the selected mouse, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMice + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id); + +/** + * Get the window which currently has mouse focus. + * + * \returns the window with mouse focus. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); + +/** + * Query SDL's cache for the synchronous mouse button state and the + * window-relative SDL-cursor position. + * + * This function returns the cached synchronous state as SDL understands it + * from the last pump of the event queue. + * + * To query the platform for immediate asynchronous state, use + * SDL_GetGlobalMouseState. + * + * Passing non-NULL pointers to `x` or `y` will write the destination with + * respective x or y coordinates relative to the focused window. + * + * In Relative Mode, the SDL-cursor's position usually contradicts the + * platform-cursor's position as manually calculated from + * SDL_GetGlobalMouseState() and SDL_GetWindowPosition. + * + * \param x a pointer to receive the SDL-cursor's x-position from the focused + * window's top left corner, can be NULL if unused. + * \param y a pointer to receive the SDL-cursor's y-position from the focused + * window's top left corner, can be NULL if unused. + * \returns a 32-bit bitmask of the button state that can be bitwise-compared + * against the SDL_BUTTON_MASK(X) macro. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + */ +extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y); + +/** + * Query the platform for the asynchronous mouse button state and the + * desktop-relative platform-cursor position. + * + * This function immediately queries the platform for the most recent + * asynchronous state, more costly than retrieving SDL's cached state in + * SDL_GetMouseState(). + * + * Passing non-NULL pointers to `x` or `y` will write the destination with + * respective x or y coordinates relative to the desktop. + * + * In Relative Mode, the platform-cursor's position usually contradicts the + * SDL-cursor's position as manually calculated from SDL_GetMouseState() and + * SDL_GetWindowPosition. + * + * This function can be useful if you need to track the mouse outside of a + * specific window and SDL_CaptureMouse() doesn't fit your needs. For example, + * it could be useful if you need to track the mouse while dragging a window, + * where coordinates relative to a window might not be in sync at all times. + * + * \param x a pointer to receive the platform-cursor's x-position from the + * desktop's top left corner, can be NULL if unused. + * \param y a pointer to receive the platform-cursor's y-position from the + * desktop's top left corner, can be NULL if unused. + * \returns a 32-bit bitmask of the button state that can be bitwise-compared + * against the SDL_BUTTON_MASK(X) macro. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CaptureMouse + * \sa SDL_GetMouseState + * \sa SDL_GetGlobalMouseState + */ +extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y); + +/** + * Query SDL's cache for the synchronous mouse button state and accumulated + * mouse delta since last call. + * + * This function returns the cached synchronous state as SDL understands it + * from the last pump of the event queue. + * + * To query the platform for immediate asynchronous state, use + * SDL_GetGlobalMouseState. + * + * Passing non-NULL pointers to `x` or `y` will write the destination with + * respective x or y deltas accumulated since the last call to this function + * (or since event initialization). + * + * This function is useful for reducing overhead by processing relative mouse + * inputs in one go per-frame instead of individually per-event, at the + * expense of losing the order between events within the frame (e.g. quickly + * pressing and releasing a button within the same frame). + * + * \param x a pointer to receive the x mouse delta accumulated since last + * call, can be NULL if unused. + * \param y a pointer to receive the y mouse delta accumulated since last + * call, can be NULL if unused. + * \returns a 32-bit bitmask of the button state that can be bitwise-compared + * against the SDL_BUTTON_MASK(X) macro. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMouseState + * \sa SDL_GetGlobalMouseState + */ +extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y); + +/** + * Move the mouse cursor to the given position within the window. + * + * This function generates a mouse motion event if relative mode is not + * enabled. If relative mode is enabled, you can force mouse events for the + * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. + * + * Note that this function will appear to succeed, but not actually move the + * mouse when used over Microsoft Remote Desktop. + * + * \param window the window to move the mouse into, or NULL for the current + * mouse focus. + * \param x the x coordinate within the window. + * \param y the y coordinate within the window. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WarpMouseGlobal + */ +extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window *window, + float x, float y); + +/** + * Move the mouse to the given position in global screen space. + * + * This function generates a mouse motion event. + * + * A failure of this function usually means that it is unsupported by a + * platform. + * + * Note that this function will appear to succeed, but not actually move the + * mouse when used over Microsoft Remote Desktop. + * + * \param x the x coordinate. + * \param y the y coordinate. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WarpMouseInWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y); + +/** + * Set relative mouse mode for a window. + * + * While the window has focus and relative mouse mode is enabled, the cursor + * is hidden, the mouse position is constrained to the window, and SDL will + * report continuous relative mouse motion even if the mouse is at the edge of + * the window. + * + * If you'd like to keep the mouse position fixed while in relative mode you + * can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a + * specific location when relative mode ends, you should use + * SDL_WarpMouseInWindow() before disabling relative mode. + * + * This function will flush any pending mouse motion for this window. + * + * \param window the window to change. + * \param enabled true to enable relative mode, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowRelativeMouseMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled); + +/** + * Query whether relative mouse mode is enabled for a window. + * + * \param window the window to query. + * \returns true if relative mode is enabled for a window or false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowRelativeMouseMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window); + +/** + * Capture the mouse and to track input outside an SDL window. + * + * Capturing enables your app to obtain mouse events globally, instead of just + * within your window. Not all video targets support this function. When + * capturing is enabled, the current window will get all mouse events, but + * unlike relative mode, no change is made to the cursor and it is not + * restrained to your window. + * + * This function may also deny mouse input to other windows--both those in + * your application and others on the system--so you should use this function + * sparingly, and in small bursts. For example, you might want to track the + * mouse while the user is dragging something, until the user releases a mouse + * button. It is not recommended that you capture the mouse for long periods + * of time, such as the entire time your app is running. For that, you should + * probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), + * depending on your goals. + * + * While captured, mouse events still report coordinates relative to the + * current (foreground) window, but those coordinates may be outside the + * bounds of the window (including negative values). Capturing is only allowed + * for the foreground window. If the window loses focus while capturing, the + * capture will be disabled automatically. + * + * While capturing is enabled, the current window will have the + * `SDL_WINDOW_MOUSE_CAPTURE` flag set. + * + * Please note that SDL will attempt to "auto capture" the mouse while the + * user is pressing a button; this is to try and make mouse behavior more + * consistent between platforms, and deal with the common case of a user + * dragging the mouse outside of the window. This means that if you are + * calling SDL_CaptureMouse() only to deal with this situation, you do not + * have to (although it is safe to do so). If this causes problems for your + * app, you can disable auto capture by setting the + * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. + * + * \param enabled true to enable capturing, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGlobalMouseState + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled); + +/** + * Create a cursor using the specified bitmap data and mask (in MSB format). + * + * `mask` has to be in MSB (Most Significant Bit) format. + * + * The cursor width (`w`) must be a multiple of 8 bits. + * + * The cursor is created in black and white according to the following: + * + * - data=0, mask=1: white + * - data=1, mask=1: black + * - data=0, mask=0: transparent + * - data=1, mask=0: inverted color if possible, black if not. + * + * Cursors created with this function must be freed with SDL_DestroyCursor(). + * + * If you want to have a color cursor, or create your cursor from an + * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can + * hide the cursor and draw your own as part of your game's rendering, but it + * will be bound to the framerate. + * + * Also, SDL_CreateSystemCursor() is available, which provides several + * readily-available system cursors to pick from. + * + * \param data the color value for each pixel of the cursor. + * \param mask the mask value for each pixel of the cursor. + * \param w the width of the cursor. + * \param h the height of the cursor. + * \param hot_x the x-axis offset from the left of the cursor image to the + * mouse x position, in the range of 0 to `w` - 1. + * \param hot_y the y-axis offset from the top of the cursor image to the + * mouse y position, in the range of 0 to `h` - 1. + * \returns a new cursor with the specified parameters on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateSystemCursor + * \sa SDL_DestroyCursor + * \sa SDL_SetCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 *data, + const Uint8 *mask, + int w, int h, int hot_x, + int hot_y); + +/** + * Create a color cursor. + * + * If this function is passed a surface with alternate representations, the + * surface will be interpreted as the content to be used for 100% display + * scale, and the alternate representations will be used for high DPI + * situations. For example, if the original surface is 32x32, then on a 2x + * macOS display or 200% display scale on Windows, a 64x64 version of the + * image will be used, if available. If a matching version of the image isn't + * available, the closest larger size image will be downscaled to the + * appropriate size and be used instead, if available. Otherwise, the closest + * smaller image will be upscaled and be used instead. + * + * \param surface an SDL_Surface structure representing the cursor image. + * \param hot_x the x position of the cursor hot spot. + * \param hot_y the y position of the cursor hot spot. + * \returns the new cursor on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor + * \sa SDL_DestroyCursor + * \sa SDL_SetCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, + int hot_x, + int hot_y); + +/** + * Create a system cursor. + * + * \param id an SDL_SystemCursor enum value. + * \returns a cursor on success or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); + +/** + * Set the active cursor. + * + * This function sets the currently active cursor to the specified one. If the + * cursor is currently visible, the change will be immediately represented on + * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if + * this is desired for any reason. + * + * \param cursor a cursor to make active. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor); + +/** + * Get the active cursor. + * + * This function returns a pointer to the current cursor which is owned by the + * library. It is not necessary to free the cursor with SDL_DestroyCursor(). + * + * \returns the active cursor or NULL if there is no mouse. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); + +/** + * Get the default cursor. + * + * You do not have to call SDL_DestroyCursor() on the return value, but it is + * safe to do so. + * + * \returns the default cursor on success or NULL on failuree; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void); + +/** + * Free a previously-created cursor. + * + * Use this function to free cursor resources created with SDL_CreateCursor(), + * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). + * + * \param cursor the cursor to free. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor); + +/** + * Show the cursor. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CursorVisible + * \sa SDL_HideCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void); + +/** + * Hide the cursor. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CursorVisible + * \sa SDL_ShowCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void); + +/** + * Return whether the cursor is currently being shown. + * + * \returns `true` if the cursor is being shown, or `false` if the cursor is + * hidden. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HideCursor + * \sa SDL_ShowCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_mouse_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_mutex.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_mutex.h new file mode 100644 index 0000000..c88ec15 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_mutex.h @@ -0,0 +1,1073 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_mutex_h_ +#define SDL_mutex_h_ + +/** + * # CategoryMutex + * + * SDL offers several thread synchronization primitives. This document can't + * cover the complicated topic of thread safety, but reading up on what each + * of these primitives are, why they are useful, and how to correctly use them + * is vital to writing correct and safe multithreaded programs. + * + * - Mutexes: SDL_CreateMutex() + * - Read/Write locks: SDL_CreateRWLock() + * - Semaphores: SDL_CreateSemaphore() + * - Condition variables: SDL_CreateCondition() + * + * SDL also offers a datatype, SDL_InitState, which can be used to make sure + * only one thread initializes/deinitializes some resource that several + * threads might try to use for the first time simultaneously. + */ + +#include +#include +#include +#include + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Enable thread safety attributes, only with clang. + * + * The attributes can be safely erased when compiling with other compilers. + * + * To enable analysis, set these environment variables before running cmake: + * + * ```bash + * export CC=clang + * export CFLAGS="-DSDL_THREAD_SAFETY_ANALYSIS -Wthread-safety" + * ``` + */ +#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x)) + +#elif defined(SDL_THREAD_SAFETY_ANALYSIS) && defined(__clang__) && (!defined(SWIG)) +#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x)) +#else +#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) /* no-op */ +#endif + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCOPED_CAPABILITY \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(scoped_lockable) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_GUARDED_BY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(guarded_by(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PT_GUARDED_BY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(pt_guarded_by(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRED_BEFORE(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_before(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRED_AFTER(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_after(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_REQUIRES(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_REQUIRES_SHARED(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRE(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRE_SHARED(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RELEASE(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RELEASE_SHARED(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RELEASE_GENERIC(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_generic_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TRY_ACQUIRE(x, y) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_capability(x, y)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TRY_ACQUIRE_SHARED(x, y) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_shared_capability(x, y)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_EXCLUDES(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(locks_excluded(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ASSERT_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ASSERT_SHARED_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RETURN_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(lock_returned(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NO_THREAD_SAFETY_ANALYSIS \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(no_thread_safety_analysis) + +/******************************************************************************/ + + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \name Mutex functions + */ +/* @{ */ + +/** + * A means to serialize access to a resource between threads. + * + * Mutexes (short for "mutual exclusion") are a synchronization primitive that + * allows exactly one thread to proceed at a time. + * + * Wikipedia has a thorough explanation of the concept: + * + * https://en.wikipedia.org/wiki/Mutex + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Mutex SDL_Mutex; + +/** + * Create a new mutex. + * + * All newly-created mutexes begin in the _unlocked_ state. + * + * Calls to SDL_LockMutex() will not return while the mutex is locked by + * another thread. See SDL_TryLockMutex() to attempt to lock without blocking. + * + * SDL mutexes are reentrant. + * + * \returns the initialized and unlocked mutex or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex + */ +extern SDL_DECLSPEC SDL_Mutex * SDLCALL SDL_CreateMutex(void); + +/** + * Lock the mutex. + * + * This will block until the mutex is available, which is to say it is in the + * unlocked state and the OS has chosen the caller as the next thread to lock + * it. Of all threads waiting to lock the mutex, only one may do so at a time. + * + * It is legal for the owning thread to lock an already-locked mutex. It must + * unlock it the same number of times before it is actually made available for + * other threads in the system (this is known as a "recursive mutex"). + * + * This function does not fail; if mutex is NULL, it will return immediately + * having locked nothing. If the mutex is valid, this function will always + * block until it can lock the mutex, and return with it locked. + * + * \param mutex the mutex to lock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockMutex(SDL_Mutex *mutex) SDL_ACQUIRE(mutex); + +/** + * Try to lock a mutex without blocking. + * + * This works just like SDL_LockMutex(), but if the mutex is not available, + * this function returns false immediately. + * + * This technique is useful if you need exclusive access to a resource but + * don't want to wait for it, and will return to it to try again later. + * + * This function returns true if passed a NULL mutex. + * + * \param mutex the mutex to try to lock. + * \returns true on success, false if the mutex would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockMutex + * \sa SDL_UnlockMutex + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockMutex(SDL_Mutex *mutex) SDL_TRY_ACQUIRE(0, mutex); + +/** + * Unlock the mutex. + * + * It is legal for the owning thread to lock an already-locked mutex. It must + * unlock it the same number of times before it is actually made available for + * other threads in the system (this is known as a "recursive mutex"). + * + * It is illegal to unlock a mutex that has not been locked by the current + * thread, and doing so results in undefined behavior. + * + * \param mutex the mutex to unlock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockMutex(SDL_Mutex *mutex) SDL_RELEASE(mutex); + +/** + * Destroy a mutex created with SDL_CreateMutex(). + * + * This function must be called on any mutex that is no longer needed. Failure + * to destroy a mutex will result in a system memory or resource leak. While + * it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt + * to destroy a locked mutex, and may result in undefined behavior depending + * on the platform. + * + * \param mutex the mutex to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateMutex + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_Mutex *mutex); + +/* @} *//* Mutex functions */ + + +/** + * \name Read/write lock functions + */ +/* @{ */ + +/** + * A mutex that allows read-only threads to run in parallel. + * + * A rwlock is roughly the same concept as SDL_Mutex, but allows threads that + * request read-only access to all hold the lock at the same time. If a thread + * requests write access, it will block until all read-only threads have + * released the lock, and no one else can hold the thread (for reading or + * writing) at the same time as the writing thread. + * + * This can be more efficient in cases where several threads need to access + * data frequently, but changes to that data are rare. + * + * There are other rules that apply to rwlocks that don't apply to mutexes, + * about how threads are scheduled and when they can be recursively locked. + * These are documented in the other rwlock functions. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_RWLock SDL_RWLock; + +/** + * Create a new read/write lock. + * + * A read/write lock is useful for situations where you have multiple threads + * trying to access a resource that is rarely updated. All threads requesting + * a read-only lock will be allowed to run in parallel; if a thread requests a + * write lock, it will be provided exclusive access. This makes it safe for + * multiple threads to use a resource at the same time if they promise not to + * change it, and when it has to be changed, the rwlock will serve as a + * gateway to make sure those changes can be made safely. + * + * In the right situation, a rwlock can be more efficient than a mutex, which + * only lets a single thread proceed at a time, even if it won't be modifying + * the data. + * + * All newly-created read/write locks begin in the _unlocked_ state. + * + * Calls to SDL_LockRWLockForReading() and SDL_LockRWLockForWriting will not + * return while the rwlock is locked _for writing_ by another thread. See + * SDL_TryLockRWLockForReading() and SDL_TryLockRWLockForWriting() to attempt + * to lock without blocking. + * + * SDL read/write locks are only recursive for read-only locks! They are not + * guaranteed to be fair, or provide access in a FIFO manner! They are not + * guaranteed to favor writers. You may not lock a rwlock for both read-only + * and write access at the same time from the same thread (so you can't + * promote your read-only lock to a write lock without unlocking first). + * + * \returns the initialized and unlocked read/write lock or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyRWLock + * \sa SDL_LockRWLockForReading + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC SDL_RWLock * SDLCALL SDL_CreateRWLock(void); + +/** + * Lock the read/write lock for _read only_ operations. + * + * This will block until the rwlock is available, which is to say it is not + * locked for writing by any other thread. Of all threads waiting to lock the + * rwlock, all may do so at the same time as long as they are requesting + * read-only access; if a thread wants to lock for writing, only one may do so + * at a time, and no other threads, read-only or not, may hold the lock at the + * same time. + * + * It is legal for the owning thread to lock an already-locked rwlock for + * reading. It must unlock it the same number of times before it is actually + * made available for other threads in the system (this is known as a + * "recursive rwlock"). + * + * Note that locking for writing is not recursive (this is only available to + * read-only locks). + * + * It is illegal to request a read-only lock from a thread that already holds + * the write lock. Doing so results in undefined behavior. Unlock the write + * lock before requesting a read-only lock. (But, of course, if you have the + * write lock, you don't need further locks to read in any case.) + * + * This function does not fail; if rwlock is NULL, it will return immediately + * having locked nothing. If the rwlock is valid, this function will always + * block until it can lock the mutex, and return with it locked. + * + * \param rwlock the read/write lock to lock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockRWLockForReading(SDL_RWLock *rwlock) SDL_ACQUIRE_SHARED(rwlock); + +/** + * Lock the read/write lock for _write_ operations. + * + * This will block until the rwlock is available, which is to say it is not + * locked for reading or writing by any other thread. Only one thread may hold + * the lock when it requests write access; all other threads, whether they + * also want to write or only want read-only access, must wait until the + * writer thread has released the lock. + * + * It is illegal for the owning thread to lock an already-locked rwlock for + * writing (read-only may be locked recursively, writing can not). Doing so + * results in undefined behavior. + * + * It is illegal to request a write lock from a thread that already holds a + * read-only lock. Doing so results in undefined behavior. Unlock the + * read-only lock before requesting a write lock. + * + * This function does not fail; if rwlock is NULL, it will return immediately + * having locked nothing. If the rwlock is valid, this function will always + * block until it can lock the mutex, and return with it locked. + * + * \param rwlock the read/write lock to lock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockRWLockForWriting(SDL_RWLock *rwlock) SDL_ACQUIRE(rwlock); + +/** + * Try to lock a read/write lock _for reading_ without blocking. + * + * This works just like SDL_LockRWLockForReading(), but if the rwlock is not + * available, then this function returns false immediately. + * + * This technique is useful if you need access to a resource but don't want to + * wait for it, and will return to it to try again later. + * + * Trying to lock for read-only access can succeed if other threads are + * holding read-only locks, as this won't prevent access. + * + * This function returns true if passed a NULL rwlock. + * + * \param rwlock the rwlock to try to lock. + * \returns true on success, false if the lock would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockRWLockForReading(SDL_RWLock *rwlock) SDL_TRY_ACQUIRE_SHARED(0, rwlock); + +/** + * Try to lock a read/write lock _for writing_ without blocking. + * + * This works just like SDL_LockRWLockForWriting(), but if the rwlock is not + * available, then this function returns false immediately. + * + * This technique is useful if you need exclusive access to a resource but + * don't want to wait for it, and will return to it to try again later. + * + * It is illegal for the owning thread to lock an already-locked rwlock for + * writing (read-only may be locked recursively, writing can not). Doing so + * results in undefined behavior. + * + * It is illegal to request a write lock from a thread that already holds a + * read-only lock. Doing so results in undefined behavior. Unlock the + * read-only lock before requesting a write lock. + * + * This function returns true if passed a NULL rwlock. + * + * \param rwlock the rwlock to try to lock. + * \returns true on success, false if the lock would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockRWLockForWriting(SDL_RWLock *rwlock) SDL_TRY_ACQUIRE(0, rwlock); + +/** + * Unlock the read/write lock. + * + * Use this function to unlock the rwlock, whether it was locked for read-only + * or write operations. + * + * It is legal for the owning thread to lock an already-locked read-only lock. + * It must unlock it the same number of times before it is actually made + * available for other threads in the system (this is known as a "recursive + * rwlock"). + * + * It is illegal to unlock a rwlock that has not been locked by the current + * thread, and doing so results in undefined behavior. + * + * \param rwlock the rwlock to unlock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForReading + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockRWLock(SDL_RWLock *rwlock) SDL_RELEASE_GENERIC(rwlock); + +/** + * Destroy a read/write lock created with SDL_CreateRWLock(). + * + * This function must be called on any read/write lock that is no longer + * needed. Failure to destroy a rwlock will result in a system memory or + * resource leak. While it is safe to destroy a rwlock that is _unlocked_, it + * is not safe to attempt to destroy a locked rwlock, and may result in + * undefined behavior depending on the platform. + * + * \param rwlock the rwlock to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRWLock + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyRWLock(SDL_RWLock *rwlock); + +/* @} *//* Read/write lock functions */ + + +/** + * \name Semaphore functions + */ +/* @{ */ + +/** + * A means to manage access to a resource, by count, between threads. + * + * Semaphores (specifically, "counting semaphores"), let X number of threads + * request access at the same time, each thread granted access decrementing a + * counter. When the counter reaches zero, future requests block until a prior + * thread releases their request, incrementing the counter again. + * + * Wikipedia has a thorough explanation of the concept: + * + * https://en.wikipedia.org/wiki/Semaphore_(programming) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Semaphore SDL_Semaphore; + +/** + * Create a semaphore. + * + * This function creates a new semaphore and initializes it with the value + * `initial_value`. Each wait operation on the semaphore will atomically + * decrement the semaphore value and potentially block if the semaphore value + * is 0. Each post operation will atomically increment the semaphore value and + * wake waiting threads and allow them to retry the wait operation. + * + * \param initial_value the starting value of the semaphore. + * \returns a new semaphore or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySemaphore + * \sa SDL_SignalSemaphore + * \sa SDL_TryWaitSemaphore + * \sa SDL_GetSemaphoreValue + * \sa SDL_WaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC SDL_Semaphore * SDLCALL SDL_CreateSemaphore(Uint32 initial_value); + +/** + * Destroy a semaphore. + * + * It is not safe to destroy a semaphore if there are threads currently + * waiting on it. + * + * \param sem the semaphore to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSemaphore + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_Semaphore *sem); + +/** + * Wait until a semaphore has a positive value and then decrements it. + * + * This function suspends the calling thread until the semaphore pointed to by + * `sem` has a positive value, and then atomically decrement the semaphore + * value. + * + * This function is the equivalent of calling SDL_WaitSemaphoreTimeout() with + * a time length of -1. + * + * \param sem the semaphore wait on. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalSemaphore + * \sa SDL_TryWaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_WaitSemaphore(SDL_Semaphore *sem); + +/** + * See if a semaphore has a positive value and decrement it if it does. + * + * This function checks to see if the semaphore pointed to by `sem` has a + * positive value and atomically decrements the semaphore value if it does. If + * the semaphore doesn't have a positive value, the function immediately + * returns false. + * + * \param sem the semaphore to wait on. + * \returns true if the wait succeeds, false if the wait would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalSemaphore + * \sa SDL_WaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryWaitSemaphore(SDL_Semaphore *sem); + +/** + * Wait until a semaphore has a positive value and then decrements it. + * + * This function suspends the calling thread until either the semaphore + * pointed to by `sem` has a positive value or the specified time has elapsed. + * If the call is successful it will atomically decrement the semaphore value. + * + * \param sem the semaphore to wait on. + * \param timeoutMS the length of the timeout, in milliseconds, or -1 to wait + * indefinitely. + * \returns true if the wait succeeds or false if the wait times out. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalSemaphore + * \sa SDL_TryWaitSemaphore + * \sa SDL_WaitSemaphore + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitSemaphoreTimeout(SDL_Semaphore *sem, Sint32 timeoutMS); + +/** + * Atomically increment a semaphore's value and wake waiting threads. + * + * \param sem the semaphore to increment. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TryWaitSemaphore + * \sa SDL_WaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_SignalSemaphore(SDL_Semaphore *sem); + +/** + * Get the current value of a semaphore. + * + * \param sem the semaphore to query. + * \returns the current value of the semaphore. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetSemaphoreValue(SDL_Semaphore *sem); + +/* @} *//* Semaphore functions */ + + +/** + * \name Condition variable functions + */ +/* @{ */ + +/** + * A means to block multiple threads until a condition is satisfied. + * + * Condition variables, paired with an SDL_Mutex, let an app halt multiple + * threads until a condition has occurred, at which time the app can release + * one or all waiting threads. + * + * Wikipedia has a thorough explanation of the concept: + * + * https://en.wikipedia.org/wiki/Condition_variable + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Condition SDL_Condition; + +/** + * Create a condition variable. + * + * \returns a new condition variable or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_SignalCondition + * \sa SDL_WaitCondition + * \sa SDL_WaitConditionTimeout + * \sa SDL_DestroyCondition + */ +extern SDL_DECLSPEC SDL_Condition * SDLCALL SDL_CreateCondition(void); + +/** + * Destroy a condition variable. + * + * \param cond the condition variable to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateCondition + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyCondition(SDL_Condition *cond); + +/** + * Restart one of the threads that are waiting on the condition variable. + * + * \param cond the condition variable to signal. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_WaitCondition + * \sa SDL_WaitConditionTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_SignalCondition(SDL_Condition *cond); + +/** + * Restart all threads that are waiting on the condition variable. + * + * \param cond the condition variable to signal. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalCondition + * \sa SDL_WaitCondition + * \sa SDL_WaitConditionTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_BroadcastCondition(SDL_Condition *cond); + +/** + * Wait until a condition variable is signaled. + * + * This function unlocks the specified `mutex` and waits for another thread to + * call SDL_SignalCondition() or SDL_BroadcastCondition() on the condition + * variable `cond`. Once the condition variable is signaled, the mutex is + * re-locked and the function returns. + * + * The mutex must be locked before calling this function. Locking the mutex + * recursively (more than once) is not supported and leads to undefined + * behavior. + * + * This function is the equivalent of calling SDL_WaitConditionTimeout() with + * a time length of -1. + * + * \param cond the condition variable to wait on. + * \param mutex the mutex used to coordinate thread access. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_SignalCondition + * \sa SDL_WaitConditionTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_WaitCondition(SDL_Condition *cond, SDL_Mutex *mutex); + +/** + * Wait until a condition variable is signaled or a certain time has passed. + * + * This function unlocks the specified `mutex` and waits for another thread to + * call SDL_SignalCondition() or SDL_BroadcastCondition() on the condition + * variable `cond`, or for the specified time to elapse. Once the condition + * variable is signaled or the time elapsed, the mutex is re-locked and the + * function returns. + * + * The mutex must be locked before calling this function. Locking the mutex + * recursively (more than once) is not supported and leads to undefined + * behavior. + * + * \param cond the condition variable to wait on. + * \param mutex the mutex used to coordinate thread access. + * \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait + * indefinitely. + * \returns true if the condition variable is signaled, false if the condition + * is not signaled in the allotted time. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_SignalCondition + * \sa SDL_WaitCondition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitConditionTimeout(SDL_Condition *cond, + SDL_Mutex *mutex, Sint32 timeoutMS); + +/* @} *//* Condition variable functions */ + +/** + * \name Thread-safe initialization state functions + */ +/* @{ */ + +/** + * The current status of an SDL_InitState structure. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_InitStatus +{ + SDL_INIT_STATUS_UNINITIALIZED, + SDL_INIT_STATUS_INITIALIZING, + SDL_INIT_STATUS_INITIALIZED, + SDL_INIT_STATUS_UNINITIALIZING +} SDL_InitStatus; + +/** + * A structure used for thread-safe initialization and shutdown. + * + * Here is an example of using this: + * + * ```c + * static SDL_AtomicInitState init; + * + * bool InitSystem(void) + * { + * if (!SDL_ShouldInit(&init)) { + * // The system is initialized + * return true; + * } + * + * // At this point, you should not leave this function without calling SDL_SetInitialized() + * + * bool initialized = DoInitTasks(); + * SDL_SetInitialized(&init, initialized); + * return initialized; + * } + * + * bool UseSubsystem(void) + * { + * if (SDL_ShouldInit(&init)) { + * // Error, the subsystem isn't initialized + * SDL_SetInitialized(&init, false); + * return false; + * } + * + * // Do work using the initialized subsystem + * + * return true; + * } + * + * void QuitSystem(void) + * { + * if (!SDL_ShouldQuit(&init)) { + * // The system is not initialized + * return; + * } + * + * // At this point, you should not leave this function without calling SDL_SetInitialized() + * + * DoQuitTasks(); + * SDL_SetInitialized(&init, false); + * } + * ``` + * + * Note that this doesn't protect any resources created during initialization, + * or guarantee that nobody is using those resources during cleanup. You + * should use other mechanisms to protect those, if that's a concern for your + * code. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_InitState +{ + SDL_AtomicInt status; + SDL_ThreadID thread; + void *reserved; +} SDL_InitState; + +/** + * Return whether initialization should be done. + * + * This function checks the passed in state and if initialization should be + * done, sets the status to `SDL_INIT_STATUS_INITIALIZING` and returns true. + * If another thread is already modifying this state, it will wait until + * that's done before returning. + * + * If this function returns true, the calling code must call + * SDL_SetInitialized() to complete the initialization. + * + * \param state the initialization state to check. + * \returns true if initialization needs to be done, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetInitialized + * \sa SDL_ShouldQuit + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShouldInit(SDL_InitState *state); + +/** + * Return whether cleanup should be done. + * + * This function checks the passed in state and if cleanup should be done, + * sets the status to `SDL_INIT_STATUS_UNINITIALIZING` and returns true. + * + * If this function returns true, the calling code must call + * SDL_SetInitialized() to complete the cleanup. + * + * \param state the initialization state to check. + * \returns true if cleanup needs to be done, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetInitialized + * \sa SDL_ShouldInit + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShouldQuit(SDL_InitState *state); + +/** + * Finish an initialization state transition. + * + * This function sets the status of the passed in state to + * `SDL_INIT_STATUS_INITIALIZED` or `SDL_INIT_STATUS_UNINITIALIZED` and allows + * any threads waiting for the status to proceed. + * + * \param state the initialization state to check. + * \param initialized the new initialization state. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShouldInit + * \sa SDL_ShouldQuit + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetInitialized(SDL_InitState *state, bool initialized); + +/* @} *//* Thread-safe initialization state functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_mutex_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_oldnames.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_oldnames.h new file mode 100644 index 0000000..c93607e --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_oldnames.h @@ -0,0 +1,1327 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * Definitions to ease transition from SDL2 code + */ + +#ifndef SDL_oldnames_h_ +#define SDL_oldnames_h_ + +#include + +/* The new function names are recommended, but if you want to have the + * old names available while you are in the process of migrating code + * to SDL3, you can define `SDL_ENABLE_OLD_NAMES` in your project. + * + * You can use https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py to mass rename the symbols defined here in your codebase: + * rename_symbols.py --all-symbols source_code_path + */ +#ifdef SDL_ENABLE_OLD_NAMES + +/* ##SDL_atomic.h */ +#define SDL_AtomicAdd SDL_AddAtomicInt +#define SDL_AtomicCAS SDL_CompareAndSwapAtomicInt +#define SDL_AtomicCASPtr SDL_CompareAndSwapAtomicPointer +#define SDL_AtomicGet SDL_GetAtomicInt +#define SDL_AtomicGetPtr SDL_GetAtomicPointer +#define SDL_AtomicLock SDL_LockSpinlock +#define SDL_AtomicSet SDL_SetAtomicInt +#define SDL_AtomicSetPtr SDL_SetAtomicPointer +#define SDL_AtomicTryLock SDL_TryLockSpinlock +#define SDL_AtomicUnlock SDL_UnlockSpinlock +#define SDL_atomic_t SDL_AtomicInt + +/* ##SDL_audio.h */ +#define AUDIO_F32 SDL_AUDIO_F32LE +#define AUDIO_F32LSB SDL_AUDIO_F32LE +#define AUDIO_F32MSB SDL_AUDIO_F32BE +#define AUDIO_F32SYS SDL_AUDIO_F32 +#define AUDIO_S16 SDL_AUDIO_S16LE +#define AUDIO_S16LSB SDL_AUDIO_S16LE +#define AUDIO_S16MSB SDL_AUDIO_S16BE +#define AUDIO_S16SYS SDL_AUDIO_S16 +#define AUDIO_S32 SDL_AUDIO_S32LE +#define AUDIO_S32LSB SDL_AUDIO_S32LE +#define AUDIO_S32MSB SDL_AUDIO_S32BE +#define AUDIO_S32SYS SDL_AUDIO_S32 +#define AUDIO_S8 SDL_AUDIO_S8 +#define AUDIO_U8 SDL_AUDIO_U8 +#define SDL_AudioStreamAvailable SDL_GetAudioStreamAvailable +#define SDL_AudioStreamClear SDL_ClearAudioStream +#define SDL_AudioStreamFlush SDL_FlushAudioStream +#define SDL_AudioStreamGet SDL_GetAudioStreamData +#define SDL_AudioStreamPut SDL_PutAudioStreamData +#define SDL_FreeAudioStream SDL_DestroyAudioStream +#define SDL_FreeWAV SDL_free +#define SDL_LoadWAV_RW SDL_LoadWAV_IO +#define SDL_MixAudioFormat SDL_MixAudio +#define SDL_NewAudioStream SDL_CreateAudioStream + +/* ##SDL_cpuinfo.h */ +#define SDL_GetCPUCount SDL_GetNumLogicalCPUCores +#define SDL_SIMDGetAlignment SDL_GetSIMDAlignment + +/* ##SDL_endian.h */ +#define SDL_SwapBE16 SDL_Swap16BE +#define SDL_SwapBE32 SDL_Swap32BE +#define SDL_SwapBE64 SDL_Swap64BE +#define SDL_SwapLE16 SDL_Swap16LE +#define SDL_SwapLE32 SDL_Swap32LE +#define SDL_SwapLE64 SDL_Swap64LE + +/* ##SDL_events.h */ +#define SDL_APP_DIDENTERBACKGROUND SDL_EVENT_DID_ENTER_BACKGROUND +#define SDL_APP_DIDENTERFOREGROUND SDL_EVENT_DID_ENTER_FOREGROUND +#define SDL_APP_LOWMEMORY SDL_EVENT_LOW_MEMORY +#define SDL_APP_TERMINATING SDL_EVENT_TERMINATING +#define SDL_APP_WILLENTERBACKGROUND SDL_EVENT_WILL_ENTER_BACKGROUND +#define SDL_APP_WILLENTERFOREGROUND SDL_EVENT_WILL_ENTER_FOREGROUND +#define SDL_AUDIODEVICEADDED SDL_EVENT_AUDIO_DEVICE_ADDED +#define SDL_AUDIODEVICEREMOVED SDL_EVENT_AUDIO_DEVICE_REMOVED +#define SDL_CLIPBOARDUPDATE SDL_EVENT_CLIPBOARD_UPDATE +#define SDL_CONTROLLERAXISMOTION SDL_EVENT_GAMEPAD_AXIS_MOTION +#define SDL_CONTROLLERBUTTONDOWN SDL_EVENT_GAMEPAD_BUTTON_DOWN +#define SDL_CONTROLLERBUTTONUP SDL_EVENT_GAMEPAD_BUTTON_UP +#define SDL_CONTROLLERDEVICEADDED SDL_EVENT_GAMEPAD_ADDED +#define SDL_CONTROLLERDEVICEREMAPPED SDL_EVENT_GAMEPAD_REMAPPED +#define SDL_CONTROLLERDEVICEREMOVED SDL_EVENT_GAMEPAD_REMOVED +#define SDL_CONTROLLERSENSORUPDATE SDL_EVENT_GAMEPAD_SENSOR_UPDATE +#define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED +#define SDL_CONTROLLERTOUCHPADDOWN SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN +#define SDL_CONTROLLERTOUCHPADMOTION SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION +#define SDL_CONTROLLERTOUCHPADUP SDL_EVENT_GAMEPAD_TOUCHPAD_UP +#define SDL_ControllerAxisEvent SDL_GamepadAxisEvent +#define SDL_ControllerButtonEvent SDL_GamepadButtonEvent +#define SDL_ControllerDeviceEvent SDL_GamepadDeviceEvent +#define SDL_ControllerSensorEvent SDL_GamepadSensorEvent +#define SDL_ControllerTouchpadEvent SDL_GamepadTouchpadEvent +#define SDL_DISPLAYEVENT_CONNECTED SDL_EVENT_DISPLAY_ADDED +#define SDL_DISPLAYEVENT_DISCONNECTED SDL_EVENT_DISPLAY_REMOVED +#define SDL_DISPLAYEVENT_MOVED SDL_EVENT_DISPLAY_MOVED +#define SDL_DISPLAYEVENT_ORIENTATION SDL_EVENT_DISPLAY_ORIENTATION +#define SDL_DROPBEGIN SDL_EVENT_DROP_BEGIN +#define SDL_DROPCOMPLETE SDL_EVENT_DROP_COMPLETE +#define SDL_DROPFILE SDL_EVENT_DROP_FILE +#define SDL_DROPTEXT SDL_EVENT_DROP_TEXT +#define SDL_DelEventWatch SDL_RemoveEventWatch +#define SDL_FINGERDOWN SDL_EVENT_FINGER_DOWN +#define SDL_FINGERMOTION SDL_EVENT_FINGER_MOTION +#define SDL_FINGERUP SDL_EVENT_FINGER_UP +#define SDL_FIRSTEVENT SDL_EVENT_FIRST +#define SDL_JOYAXISMOTION SDL_EVENT_JOYSTICK_AXIS_MOTION +#define SDL_JOYBATTERYUPDATED SDL_EVENT_JOYSTICK_BATTERY_UPDATED +#define SDL_JOYBUTTONDOWN SDL_EVENT_JOYSTICK_BUTTON_DOWN +#define SDL_JOYBUTTONUP SDL_EVENT_JOYSTICK_BUTTON_UP +#define SDL_JOYDEVICEADDED SDL_EVENT_JOYSTICK_ADDED +#define SDL_JOYDEVICEREMOVED SDL_EVENT_JOYSTICK_REMOVED +#define SDL_JOYBALLMOTION SDL_EVENT_JOYSTICK_BALL_MOTION +#define SDL_JOYHATMOTION SDL_EVENT_JOYSTICK_HAT_MOTION +#define SDL_KEYDOWN SDL_EVENT_KEY_DOWN +#define SDL_KEYMAPCHANGED SDL_EVENT_KEYMAP_CHANGED +#define SDL_KEYUP SDL_EVENT_KEY_UP +#define SDL_LASTEVENT SDL_EVENT_LAST +#define SDL_LOCALECHANGED SDL_EVENT_LOCALE_CHANGED +#define SDL_MOUSEBUTTONDOWN SDL_EVENT_MOUSE_BUTTON_DOWN +#define SDL_MOUSEBUTTONUP SDL_EVENT_MOUSE_BUTTON_UP +#define SDL_MOUSEMOTION SDL_EVENT_MOUSE_MOTION +#define SDL_MOUSEWHEEL SDL_EVENT_MOUSE_WHEEL +#define SDL_POLLSENTINEL SDL_EVENT_POLL_SENTINEL +#define SDL_QUIT SDL_EVENT_QUIT +#define SDL_RENDER_DEVICE_RESET SDL_EVENT_RENDER_DEVICE_RESET +#define SDL_RENDER_TARGETS_RESET SDL_EVENT_RENDER_TARGETS_RESET +#define SDL_SENSORUPDATE SDL_EVENT_SENSOR_UPDATE +#define SDL_TEXTEDITING SDL_EVENT_TEXT_EDITING +#define SDL_TEXTEDITING_EXT SDL_EVENT_TEXT_EDITING_EXT +#define SDL_TEXTINPUT SDL_EVENT_TEXT_INPUT +#define SDL_USEREVENT SDL_EVENT_USER +#define SDL_WINDOWEVENT_CLOSE SDL_EVENT_WINDOW_CLOSE_REQUESTED +#define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_EVENT_WINDOW_DISPLAY_CHANGED +#define SDL_WINDOWEVENT_ENTER SDL_EVENT_WINDOW_MOUSE_ENTER +#define SDL_WINDOWEVENT_EXPOSED SDL_EVENT_WINDOW_EXPOSED +#define SDL_WINDOWEVENT_FOCUS_GAINED SDL_EVENT_WINDOW_FOCUS_GAINED +#define SDL_WINDOWEVENT_FOCUS_LOST SDL_EVENT_WINDOW_FOCUS_LOST +#define SDL_WINDOWEVENT_HIDDEN SDL_EVENT_WINDOW_HIDDEN +#define SDL_WINDOWEVENT_HIT_TEST SDL_EVENT_WINDOW_HIT_TEST +#define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_EVENT_WINDOW_ICCPROF_CHANGED +#define SDL_WINDOWEVENT_LEAVE SDL_EVENT_WINDOW_MOUSE_LEAVE +#define SDL_WINDOWEVENT_MAXIMIZED SDL_EVENT_WINDOW_MAXIMIZED +#define SDL_WINDOWEVENT_MINIMIZED SDL_EVENT_WINDOW_MINIMIZED +#define SDL_WINDOWEVENT_MOVED SDL_EVENT_WINDOW_MOVED +#define SDL_WINDOWEVENT_RESIZED SDL_EVENT_WINDOW_RESIZED +#define SDL_WINDOWEVENT_RESTORED SDL_EVENT_WINDOW_RESTORED +#define SDL_WINDOWEVENT_SHOWN SDL_EVENT_WINDOW_SHOWN +#define SDL_WINDOWEVENT_SIZE_CHANGED SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED +#define SDL_eventaction SDL_EventAction + +/* ##SDL_gamecontroller.h */ +#define SDL_CONTROLLER_AXIS_INVALID SDL_GAMEPAD_AXIS_INVALID +#define SDL_CONTROLLER_AXIS_LEFTX SDL_GAMEPAD_AXIS_LEFTX +#define SDL_CONTROLLER_AXIS_LEFTY SDL_GAMEPAD_AXIS_LEFTY +#define SDL_CONTROLLER_AXIS_MAX SDL_GAMEPAD_AXIS_COUNT +#define SDL_CONTROLLER_AXIS_RIGHTX SDL_GAMEPAD_AXIS_RIGHTX +#define SDL_CONTROLLER_AXIS_RIGHTY SDL_GAMEPAD_AXIS_RIGHTY +#define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_GAMEPAD_AXIS_LEFT_TRIGGER +#define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_GAMEPAD_AXIS_RIGHT_TRIGGER +#define SDL_CONTROLLER_BINDTYPE_AXIS SDL_GAMEPAD_BINDTYPE_AXIS +#define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_GAMEPAD_BINDTYPE_BUTTON +#define SDL_CONTROLLER_BINDTYPE_HAT SDL_GAMEPAD_BINDTYPE_HAT +#define SDL_CONTROLLER_BINDTYPE_NONE SDL_GAMEPAD_BINDTYPE_NONE +#define SDL_CONTROLLER_BUTTON_A SDL_GAMEPAD_BUTTON_SOUTH +#define SDL_CONTROLLER_BUTTON_B SDL_GAMEPAD_BUTTON_EAST +#define SDL_CONTROLLER_BUTTON_BACK SDL_GAMEPAD_BUTTON_BACK +#define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_GAMEPAD_BUTTON_DPAD_DOWN +#define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_GAMEPAD_BUTTON_DPAD_LEFT +#define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_GAMEPAD_BUTTON_DPAD_RIGHT +#define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_GAMEPAD_BUTTON_DPAD_UP +#define SDL_CONTROLLER_BUTTON_GUIDE SDL_GAMEPAD_BUTTON_GUIDE +#define SDL_CONTROLLER_BUTTON_INVALID SDL_GAMEPAD_BUTTON_INVALID +#define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_GAMEPAD_BUTTON_LEFT_SHOULDER +#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_GAMEPAD_BUTTON_LEFT_STICK +#define SDL_CONTROLLER_BUTTON_MAX SDL_GAMEPAD_BUTTON_COUNT +#define SDL_CONTROLLER_BUTTON_MISC1 SDL_GAMEPAD_BUTTON_MISC1 +#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER +#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_GAMEPAD_BUTTON_RIGHT_STICK +#define SDL_CONTROLLER_BUTTON_START SDL_GAMEPAD_BUTTON_START +#define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_GAMEPAD_BUTTON_TOUCHPAD +#define SDL_CONTROLLER_BUTTON_X SDL_GAMEPAD_BUTTON_WEST +#define SDL_CONTROLLER_BUTTON_Y SDL_GAMEPAD_BUTTON_NORTH +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO +#define SDL_CONTROLLER_TYPE_PS3 SDL_GAMEPAD_TYPE_PS3 +#define SDL_CONTROLLER_TYPE_PS4 SDL_GAMEPAD_TYPE_PS4 +#define SDL_CONTROLLER_TYPE_PS5 SDL_GAMEPAD_TYPE_PS5 +#define SDL_CONTROLLER_TYPE_UNKNOWN SDL_GAMEPAD_TYPE_STANDARD +#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_GAMEPAD_TYPE_VIRTUAL +#define SDL_CONTROLLER_TYPE_XBOX360 SDL_GAMEPAD_TYPE_XBOX360 +#define SDL_CONTROLLER_TYPE_XBOXONE SDL_GAMEPAD_TYPE_XBOXONE +#define SDL_GameController SDL_Gamepad +#define SDL_GameControllerAddMapping SDL_AddGamepadMapping +#define SDL_GameControllerAddMappingsFromFile SDL_AddGamepadMappingsFromFile +#define SDL_GameControllerAddMappingsFromRW SDL_AddGamepadMappingsFromIO +#define SDL_GameControllerAxis SDL_GamepadAxis +#define SDL_GameControllerBindType SDL_GamepadBindingType +#define SDL_GameControllerButton SDL_GamepadButton +#define SDL_GameControllerClose SDL_CloseGamepad +#define SDL_GameControllerFromInstanceID SDL_GetGamepadFromID +#define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton +#define SDL_GameControllerGetAttached SDL_GamepadConnected +#define SDL_GameControllerGetAxis SDL_GetGamepadAxis +#define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString +#define SDL_GameControllerGetButton SDL_GetGamepadButton +#define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString +#define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion +#define SDL_GameControllerGetJoystick SDL_GetGamepadJoystick +#define SDL_GameControllerGetNumTouchpadFingers SDL_GetNumGamepadTouchpadFingers +#define SDL_GameControllerGetNumTouchpads SDL_GetNumGamepadTouchpads +#define SDL_GameControllerGetPlayerIndex SDL_GetGamepadPlayerIndex +#define SDL_GameControllerGetProduct SDL_GetGamepadProduct +#define SDL_GameControllerGetProductVersion SDL_GetGamepadProductVersion +#define SDL_GameControllerGetSensorData SDL_GetGamepadSensorData +#define SDL_GameControllerGetSensorDataRate SDL_GetGamepadSensorDataRate +#define SDL_GameControllerGetSerial SDL_GetGamepadSerial +#define SDL_GameControllerGetSteamHandle SDL_GetGamepadSteamHandle +#define SDL_GameControllerGetStringForAxis SDL_GetGamepadStringForAxis +#define SDL_GameControllerGetStringForButton SDL_GetGamepadStringForButton +#define SDL_GameControllerGetTouchpadFinger SDL_GetGamepadTouchpadFinger +#define SDL_GameControllerGetType SDL_GetGamepadType +#define SDL_GameControllerGetVendor SDL_GetGamepadVendor +#define SDL_GameControllerHasAxis SDL_GamepadHasAxis +#define SDL_GameControllerHasButton SDL_GamepadHasButton +#define SDL_GameControllerHasSensor SDL_GamepadHasSensor +#define SDL_GameControllerIsSensorEnabled SDL_GamepadSensorEnabled +#define SDL_GameControllerMapping SDL_GetGamepadMapping +#define SDL_GameControllerMappingForGUID SDL_GetGamepadMappingForGUID +#define SDL_GameControllerName SDL_GetGamepadName +#define SDL_GameControllerOpen SDL_OpenGamepad +#define SDL_GameControllerPath SDL_GetGamepadPath +#define SDL_GameControllerRumble SDL_RumbleGamepad +#define SDL_GameControllerRumbleTriggers SDL_RumbleGamepadTriggers +#define SDL_GameControllerSendEffect SDL_SendGamepadEffect +#define SDL_GameControllerSetLED SDL_SetGamepadLED +#define SDL_GameControllerSetPlayerIndex SDL_SetGamepadPlayerIndex +#define SDL_GameControllerSetSensorEnabled SDL_SetGamepadSensorEnabled +#define SDL_GameControllerType SDL_GamepadType +#define SDL_GameControllerUpdate SDL_UpdateGamepads +#define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMEPAD +#define SDL_IsGameController SDL_IsGamepad + +/* ##SDL_guid.h */ +#define SDL_GUIDFromString SDL_StringToGUID + +/* ##SDL_haptic.h */ +#define SDL_HapticClose SDL_CloseHaptic +#define SDL_HapticDestroyEffect SDL_DestroyHapticEffect +#define SDL_HapticGetEffectStatus SDL_GetHapticEffectStatus +#define SDL_HapticNewEffect SDL_CreateHapticEffect +#define SDL_HapticNumAxes SDL_GetNumHapticAxes +#define SDL_HapticNumEffects SDL_GetMaxHapticEffects +#define SDL_HapticNumEffectsPlaying SDL_GetMaxHapticEffectsPlaying +#define SDL_HapticOpen SDL_OpenHaptic +#define SDL_HapticOpenFromJoystick SDL_OpenHapticFromJoystick +#define SDL_HapticOpenFromMouse SDL_OpenHapticFromMouse +#define SDL_HapticPause SDL_PauseHaptic +#define SDL_HapticQuery SDL_GetHapticFeatures +#define SDL_HapticRumbleInit SDL_InitHapticRumble +#define SDL_HapticRumblePlay SDL_PlayHapticRumble +#define SDL_HapticRumbleStop SDL_StopHapticRumble +#define SDL_HapticRunEffect SDL_RunHapticEffect +#define SDL_HapticSetAutocenter SDL_SetHapticAutocenter +#define SDL_HapticSetGain SDL_SetHapticGain +#define SDL_HapticStopAll SDL_StopHapticEffects +#define SDL_HapticStopEffect SDL_StopHapticEffect +#define SDL_HapticUnpause SDL_ResumeHaptic +#define SDL_HapticUpdateEffect SDL_UpdateHapticEffect +#define SDL_JoystickIsHaptic SDL_IsJoystickHaptic +#define SDL_MouseIsHaptic SDL_IsMouseHaptic + +/* ##SDL_hints.h */ +#define SDL_DelHintCallback SDL_RemoveHintCallback +#define SDL_HINT_ALLOW_TOPMOST SDL_HINT_WINDOW_ALLOW_TOPMOST +#define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_JOYSTICK_DIRECTINPUT +#define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT +#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS +#define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_JOYSTICK_LINUX_CLASSIC +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_JOYSTICK_LINUX_DEADZONES + +/* ##SDL_joystick.h */ +#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMEPAD +#define SDL_JoystickAttachVirtualEx SDL_AttachVirtualJoystick +#define SDL_JoystickClose SDL_CloseJoystick +#define SDL_JoystickDetachVirtual SDL_DetachVirtualJoystick +#define SDL_JoystickFromInstanceID SDL_GetJoystickFromID +#define SDL_JoystickFromPlayerIndex SDL_GetJoystickFromPlayerIndex +#define SDL_JoystickGUID SDL_GUID +#define SDL_JoystickGetAttached SDL_JoystickConnected +#define SDL_JoystickGetAxis SDL_GetJoystickAxis +#define SDL_JoystickGetAxisInitialState SDL_GetJoystickAxisInitialState +#define SDL_JoystickGetBall SDL_GetJoystickBall +#define SDL_JoystickGetButton SDL_GetJoystickButton +#define SDL_JoystickGetFirmwareVersion SDL_GetJoystickFirmwareVersion +#define SDL_JoystickGetGUID SDL_GetJoystickGUID +#define SDL_JoystickGetGUIDFromString SDL_StringToGUID +#define SDL_JoystickGetHat SDL_GetJoystickHat +#define SDL_JoystickGetPlayerIndex SDL_GetJoystickPlayerIndex +#define SDL_JoystickGetProduct SDL_GetJoystickProduct +#define SDL_JoystickGetProductVersion SDL_GetJoystickProductVersion +#define SDL_JoystickGetSerial SDL_GetJoystickSerial +#define SDL_JoystickGetType SDL_GetJoystickType +#define SDL_JoystickGetVendor SDL_GetJoystickVendor +#define SDL_JoystickInstanceID SDL_GetJoystickID +#define SDL_JoystickIsVirtual SDL_IsJoystickVirtual +#define SDL_JoystickName SDL_GetJoystickName +#define SDL_JoystickNumAxes SDL_GetNumJoystickAxes +#define SDL_JoystickNumBalls SDL_GetNumJoystickBalls +#define SDL_JoystickNumButtons SDL_GetNumJoystickButtons +#define SDL_JoystickNumHats SDL_GetNumJoystickHats +#define SDL_JoystickOpen SDL_OpenJoystick +#define SDL_JoystickPath SDL_GetJoystickPath +#define SDL_JoystickRumble SDL_RumbleJoystick +#define SDL_JoystickRumbleTriggers SDL_RumbleJoystickTriggers +#define SDL_JoystickSendEffect SDL_SendJoystickEffect +#define SDL_JoystickSetLED SDL_SetJoystickLED +#define SDL_JoystickSetPlayerIndex SDL_SetJoystickPlayerIndex +#define SDL_JoystickSetVirtualAxis SDL_SetJoystickVirtualAxis +#define SDL_JoystickSetVirtualButton SDL_SetJoystickVirtualButton +#define SDL_JoystickSetVirtualHat SDL_SetJoystickVirtualHat +#define SDL_JoystickUpdate SDL_UpdateJoysticks + +/* ##SDL_keyboard.h */ +#define SDL_IsScreenKeyboardShown SDL_ScreenKeyboardShown +#define SDL_IsTextInputActive SDL_TextInputActive + +/* ##SDL_keycode.h */ +#define KMOD_ALT SDL_KMOD_ALT +#define KMOD_CAPS SDL_KMOD_CAPS +#define KMOD_CTRL SDL_KMOD_CTRL +#define KMOD_GUI SDL_KMOD_GUI +#define KMOD_LALT SDL_KMOD_LALT +#define KMOD_LCTRL SDL_KMOD_LCTRL +#define KMOD_LGUI SDL_KMOD_LGUI +#define KMOD_LSHIFT SDL_KMOD_LSHIFT +#define KMOD_MODE SDL_KMOD_MODE +#define KMOD_NONE SDL_KMOD_NONE +#define KMOD_NUM SDL_KMOD_NUM +#define KMOD_RALT SDL_KMOD_RALT +#define KMOD_RCTRL SDL_KMOD_RCTRL +#define KMOD_RGUI SDL_KMOD_RGUI +#define KMOD_RSHIFT SDL_KMOD_RSHIFT +#define KMOD_SCROLL SDL_KMOD_SCROLL +#define KMOD_SHIFT SDL_KMOD_SHIFT +#define SDLK_AUDIOFASTFORWARD SDLK_MEDIA_FAST_FORWARD +#define SDLK_AUDIOMUTE SDLK_MUTE +#define SDLK_AUDIONEXT SDLK_MEDIA_NEXT_TRACK +#define SDLK_AUDIOPLAY SDLK_MEDIA_PLAY +#define SDLK_AUDIOPREV SDLK_MEDIA_PREVIOUS_TRACK +#define SDLK_AUDIOREWIND SDLK_MEDIA_REWIND +#define SDLK_AUDIOSTOP SDLK_MEDIA_STOP +#define SDLK_BACKQUOTE SDLK_GRAVE +#define SDLK_EJECT SDLK_MEDIA_EJECT +#define SDLK_MEDIASELECT SDLK_MEDIA_SELECT +#define SDLK_QUOTE SDLK_APOSTROPHE +#define SDLK_QUOTEDBL SDLK_DBLAPOSTROPHE +#define SDLK_a SDLK_A +#define SDLK_b SDLK_B +#define SDLK_c SDLK_C +#define SDLK_d SDLK_D +#define SDLK_e SDLK_E +#define SDLK_f SDLK_F +#define SDLK_g SDLK_G +#define SDLK_h SDLK_H +#define SDLK_i SDLK_I +#define SDLK_j SDLK_J +#define SDLK_k SDLK_K +#define SDLK_l SDLK_L +#define SDLK_m SDLK_M +#define SDLK_n SDLK_N +#define SDLK_o SDLK_O +#define SDLK_p SDLK_P +#define SDLK_q SDLK_Q +#define SDLK_r SDLK_R +#define SDLK_s SDLK_S +#define SDLK_t SDLK_T +#define SDLK_u SDLK_U +#define SDLK_v SDLK_V +#define SDLK_w SDLK_W +#define SDLK_x SDLK_X +#define SDLK_y SDLK_Y +#define SDLK_z SDLK_Z + +/* ##SDL_log.h */ +#define SDL_LogGetOutputFunction SDL_GetLogOutputFunction +#define SDL_LogGetPriority SDL_GetLogPriority +#define SDL_LogResetPriorities SDL_ResetLogPriorities +#define SDL_LogSetAllPriority SDL_SetLogPriorities +#define SDL_LogSetOutputFunction SDL_SetLogOutputFunction +#define SDL_LogSetPriority SDL_SetLogPriority +#define SDL_NUM_LOG_PRIORITIES SDL_LOG_PRIORITY_COUNT + +/* ##SDL_messagebox.h */ +#define SDL_MESSAGEBOX_COLOR_MAX SDL_MESSAGEBOX_COLOR_COUNT + +/* ##SDL_mouse.h */ +#define SDL_BUTTON SDL_BUTTON_MASK +#define SDL_FreeCursor SDL_DestroyCursor +#define SDL_NUM_SYSTEM_CURSORS SDL_SYSTEM_CURSOR_COUNT +#define SDL_SYSTEM_CURSOR_ARROW SDL_SYSTEM_CURSOR_DEFAULT +#define SDL_SYSTEM_CURSOR_HAND SDL_SYSTEM_CURSOR_POINTER +#define SDL_SYSTEM_CURSOR_IBEAM SDL_SYSTEM_CURSOR_TEXT +#define SDL_SYSTEM_CURSOR_NO SDL_SYSTEM_CURSOR_NOT_ALLOWED +#define SDL_SYSTEM_CURSOR_SIZEALL SDL_SYSTEM_CURSOR_MOVE +#define SDL_SYSTEM_CURSOR_SIZENESW SDL_SYSTEM_CURSOR_NESW_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENS SDL_SYSTEM_CURSOR_NS_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENWSE SDL_SYSTEM_CURSOR_NWSE_RESIZE +#define SDL_SYSTEM_CURSOR_SIZEWE SDL_SYSTEM_CURSOR_EW_RESIZE +#define SDL_SYSTEM_CURSOR_WAITARROW SDL_SYSTEM_CURSOR_PROGRESS +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOM SDL_SYSTEM_CURSOR_S_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT SDL_SYSTEM_CURSOR_SW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT SDL_SYSTEM_CURSOR_SE_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_LEFT SDL_SYSTEM_CURSOR_W_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_RIGHT SDL_SYSTEM_CURSOR_E_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOP SDL_SYSTEM_CURSOR_N_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT SDL_SYSTEM_CURSOR_NW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT SDL_SYSTEM_CURSOR_NE_RESIZE + +/* ##SDL_mutex.h */ +#define SDL_CondBroadcast SDL_BroadcastCondition +#define SDL_CondSignal SDL_SignalCondition +#define SDL_CondWait SDL_WaitCondition +#define SDL_CondWaitTimeout SDL_WaitConditionTimeout +#define SDL_CreateCond SDL_CreateCondition +#define SDL_DestroyCond SDL_DestroyCondition +#define SDL_SemPost SDL_SignalSemaphore +#define SDL_SemTryWait SDL_TryWaitSemaphore +#define SDL_SemValue SDL_GetSemaphoreValue +#define SDL_SemWait SDL_WaitSemaphore +#define SDL_SemWaitTimeout SDL_WaitSemaphoreTimeout + +/* ##SDL_mutex.h */ +#define SDL_cond SDL_Condition +#define SDL_mutex SDL_Mutex +#define SDL_sem SDL_Semaphore + +/* ##SDL_pixels.h */ +#define SDL_AllocFormat SDL_GetPixelFormatDetails +#define SDL_AllocPalette SDL_CreatePalette +#define SDL_Colour SDL_Color +#define SDL_FreePalette SDL_DestroyPalette +#define SDL_MasksToPixelFormatEnum SDL_GetPixelFormatForMasks +#define SDL_PIXELFORMAT_BGR444 SDL_PIXELFORMAT_XBGR4444 +#define SDL_PIXELFORMAT_BGR555 SDL_PIXELFORMAT_XBGR1555 +#define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_XBGR8888 +#define SDL_PIXELFORMAT_RGB444 SDL_PIXELFORMAT_XRGB4444 +#define SDL_PIXELFORMAT_RGB555 SDL_PIXELFORMAT_XRGB1555 +#define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_XRGB8888 +#define SDL_PixelFormatEnumToMasks SDL_GetMasksForPixelFormat + +/* ##SDL_rect.h */ +#define SDL_EncloseFPoints SDL_GetRectEnclosingPointsFloat +#define SDL_EnclosePoints SDL_GetRectEnclosingPoints +#define SDL_FRectEmpty SDL_RectEmptyFloat +#define SDL_FRectEquals SDL_RectsEqualFloat +#define SDL_FRectEqualsEpsilon SDL_RectsEqualEpsilon +#define SDL_HasIntersection SDL_HasRectIntersection +#define SDL_HasIntersectionF SDL_HasRectIntersectionFloat +#define SDL_IntersectFRect SDL_GetRectIntersectionFloat +#define SDL_IntersectFRectAndLine SDL_GetRectAndLineIntersectionFloat +#define SDL_IntersectRect SDL_GetRectIntersection +#define SDL_IntersectRectAndLine SDL_GetRectAndLineIntersection +#define SDL_PointInFRect SDL_PointInRectFloat +#define SDL_RectEquals SDL_RectsEqual +#define SDL_UnionFRect SDL_GetRectUnionFloat +#define SDL_UnionRect SDL_GetRectUnion + +/* ##SDL_render.h */ +#define SDL_GetRendererOutputSize SDL_GetCurrentRenderOutputSize +#define SDL_RenderCopy SDL_RenderTexture +#define SDL_RenderCopyEx SDL_RenderTextureRotated +#define SDL_RenderCopyExF SDL_RenderTextureRotated +#define SDL_RenderCopyF SDL_RenderTexture +#define SDL_RenderDrawLine SDL_RenderLine +#define SDL_RenderDrawLineF SDL_RenderLine +#define SDL_RenderDrawLines SDL_RenderLines +#define SDL_RenderDrawLinesF SDL_RenderLines +#define SDL_RenderDrawPoint SDL_RenderPoint +#define SDL_RenderDrawPointF SDL_RenderPoint +#define SDL_RenderDrawPoints SDL_RenderPoints +#define SDL_RenderDrawPointsF SDL_RenderPoints +#define SDL_RenderDrawRect SDL_RenderRect +#define SDL_RenderDrawRectF SDL_RenderRect +#define SDL_RenderDrawRects SDL_RenderRects +#define SDL_RenderDrawRectsF SDL_RenderRects +#define SDL_RenderFillRectF SDL_RenderFillRect +#define SDL_RenderFillRectsF SDL_RenderFillRects +#define SDL_RendererFlip SDL_FlipMode +#define SDL_RenderFlush SDL_FlushRenderer +#define SDL_RenderGetClipRect SDL_GetRenderClipRect +#define SDL_RenderGetLogicalSize SDL_GetRenderLogicalPresentation +#define SDL_RenderGetMetalCommandEncoder SDL_GetRenderMetalCommandEncoder +#define SDL_RenderGetMetalLayer SDL_GetRenderMetalLayer +#define SDL_RenderGetScale SDL_GetRenderScale +#define SDL_RenderGetViewport SDL_GetRenderViewport +#define SDL_RenderGetWindow SDL_GetRenderWindow +#define SDL_RenderIsClipEnabled SDL_RenderClipEnabled +#define SDL_RenderLogicalToWindow SDL_RenderCoordinatesToWindow +#define SDL_RenderSetClipRect SDL_SetRenderClipRect +#define SDL_RenderSetLogicalSize SDL_SetRenderLogicalPresentation +#define SDL_RenderSetScale SDL_SetRenderScale +#define SDL_RenderSetVSync SDL_SetRenderVSync +#define SDL_RenderSetViewport SDL_SetRenderViewport +#define SDL_RenderWindowToLogical SDL_RenderCoordinatesFromWindow +#define SDL_ScaleModeLinear SDL_SCALEMODE_LINEAR +#define SDL_ScaleModeNearest SDL_SCALEMODE_NEAREST + +/* ##SDL_rwops.h */ +#define RW_SEEK_CUR SDL_IO_SEEK_CUR +#define RW_SEEK_END SDL_IO_SEEK_END +#define RW_SEEK_SET SDL_IO_SEEK_SET +#define SDL_RWFromConstMem SDL_IOFromConstMem +#define SDL_RWFromFile SDL_IOFromFile +#define SDL_RWFromMem SDL_IOFromMem +#define SDL_RWclose SDL_CloseIO +#define SDL_RWops SDL_IOStream +#define SDL_RWread SDL_ReadIO +#define SDL_RWseek SDL_SeekIO +#define SDL_RWsize SDL_GetIOSize +#define SDL_RWtell SDL_TellIO +#define SDL_RWwrite SDL_WriteIO +#define SDL_ReadBE16 SDL_ReadU16BE +#define SDL_ReadBE32 SDL_ReadU32BE +#define SDL_ReadBE64 SDL_ReadU64BE +#define SDL_ReadLE16 SDL_ReadU16LE +#define SDL_ReadLE32 SDL_ReadU32LE +#define SDL_ReadLE64 SDL_ReadU64LE +#define SDL_WriteBE16 SDL_WriteU16BE +#define SDL_WriteBE32 SDL_WriteU32BE +#define SDL_WriteBE64 SDL_WriteU64BE +#define SDL_WriteLE16 SDL_WriteU16LE +#define SDL_WriteLE32 SDL_WriteU32LE +#define SDL_WriteLE64 SDL_WriteU64LE + +/* ##SDL_scancode.h */ +#define SDL_NUM_SCANCODES SDL_SCANCODE_COUNT +#define SDL_SCANCODE_AUDIOFASTFORWARD SDL_SCANCODE_MEDIA_FAST_FORWARD +#define SDL_SCANCODE_AUDIOMUTE SDL_SCANCODE_MUTE +#define SDL_SCANCODE_AUDIONEXT SDL_SCANCODE_MEDIA_NEXT_TRACK +#define SDL_SCANCODE_AUDIOPLAY SDL_SCANCODE_MEDIA_PLAY +#define SDL_SCANCODE_AUDIOPREV SDL_SCANCODE_MEDIA_PREVIOUS_TRACK +#define SDL_SCANCODE_AUDIOREWIND SDL_SCANCODE_MEDIA_REWIND +#define SDL_SCANCODE_AUDIOSTOP SDL_SCANCODE_MEDIA_STOP +#define SDL_SCANCODE_EJECT SDL_SCANCODE_MEDIA_EJECT +#define SDL_SCANCODE_MEDIASELECT SDL_SCANCODE_MEDIA_SELECT + +/* ##SDL_sensor.h */ +#define SDL_SensorClose SDL_CloseSensor +#define SDL_SensorFromInstanceID SDL_GetSensorFromID +#define SDL_SensorGetData SDL_GetSensorData +#define SDL_SensorGetInstanceID SDL_GetSensorID +#define SDL_SensorGetName SDL_GetSensorName +#define SDL_SensorGetNonPortableType SDL_GetSensorNonPortableType +#define SDL_SensorGetType SDL_GetSensorType +#define SDL_SensorOpen SDL_OpenSensor +#define SDL_SensorUpdate SDL_UpdateSensors + +/* ##SDL_stdinc.h */ +#define SDL_FALSE false +#define SDL_TABLESIZE SDL_arraysize +#define SDL_TRUE true +#define SDL_bool bool +#define SDL_size_add_overflow SDL_size_add_check_overflow +#define SDL_size_mul_overflow SDL_size_mul_check_overflow +#define SDL_strtokr SDL_strtok_r + +/* ##SDL_surface.h */ +#define SDL_BlitScaled SDL_BlitSurfaceScaled +#define SDL_ConvertSurfaceFormat SDL_ConvertSurface +#define SDL_FillRect SDL_FillSurfaceRect +#define SDL_FillRects SDL_FillSurfaceRects +#define SDL_FreeSurface SDL_DestroySurface +#define SDL_GetClipRect SDL_GetSurfaceClipRect +#define SDL_GetColorKey SDL_GetSurfaceColorKey +#define SDL_HasColorKey SDL_SurfaceHasColorKey +#define SDL_HasSurfaceRLE SDL_SurfaceHasRLE +#define SDL_LoadBMP_RW SDL_LoadBMP_IO +#define SDL_LowerBlit SDL_BlitSurfaceUnchecked +#define SDL_LowerBlitScaled SDL_BlitSurfaceUncheckedScaled +#define SDL_PREALLOC SDL_SURFACE_PREALLOCATED +#define SDL_SIMD_ALIGNED SDL_SURFACE_SIMD_ALIGNED +#define SDL_SaveBMP_RW SDL_SaveBMP_IO +#define SDL_SetClipRect SDL_SetSurfaceClipRect +#define SDL_SetColorKey SDL_SetSurfaceColorKey +#define SDL_UpperBlit SDL_BlitSurface +#define SDL_UpperBlitScaled SDL_BlitSurfaceScaled + +/* ##SDL_system.h */ +#define SDL_AndroidBackButton SDL_SendAndroidBackButton +#define SDL_AndroidGetActivity SDL_GetAndroidActivity +#define SDL_AndroidGetExternalStoragePath SDL_GetAndroidExternalStoragePath +#define SDL_AndroidGetExternalStorageState SDL_GetAndroidExternalStorageState +#define SDL_AndroidGetInternalStoragePath SDL_GetAndroidInternalStoragePath +#define SDL_AndroidGetJNIEnv SDL_GetAndroidJNIEnv +#define SDL_AndroidRequestPermission SDL_RequestAndroidPermission +#define SDL_AndroidRequestPermissionCallback SDL_RequestAndroidPermissionCallback +#define SDL_AndroidSendMessage SDL_SendAndroidMessage +#define SDL_AndroidShowToast SDL_ShowAndroidToast +#define SDL_DXGIGetOutputInfo SDL_GetDXGIOutputInfo +#define SDL_Direct3D9GetAdapterIndex SDL_GetDirect3D9AdapterIndex +#define SDL_GDKGetDefaultUser SDL_GetGDKDefaultUser +#define SDL_GDKGetTaskQueue SDL_GetGDKTaskQueue +#define SDL_LinuxSetThreadPriority SDL_SetLinuxThreadPriority +#define SDL_LinuxSetThreadPriorityAndPolicy SDL_SetLinuxThreadPriorityAndPolicy +#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidEnterForeground +#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillEnterBackground +#define SDL_iOSSetAnimationCallback SDL_SetiOSAnimationCallback +#define SDL_iOSSetEventPump SDL_SetiOSEventPump +#define SDL_iPhoneSetAnimationCallback SDL_SetiOSAnimationCallback +#define SDL_iPhoneSetEventPump SDL_SetiOSEventPump + +/* ##SDL_thread.h */ +#define SDL_SetThreadPriority SDL_SetCurrentThreadPriority +#define SDL_TLSCleanup SDL_CleanupTLS +#define SDL_TLSGet SDL_GetTLS +#define SDL_TLSSet SDL_SetTLS +#define SDL_threadID SDL_ThreadID + +/* ##SDL_timer.h */ +#define SDL_GetTicks64 SDL_GetTicks + +/* ##SDL_version.h */ +#define SDL_COMPILEDVERSION SDL_VERSION +#define SDL_PATCHLEVEL SDL_MICRO_VERSION + +/* ##SDL_video.h */ +#define SDL_GL_DeleteContext SDL_GL_DestroyContext +#define SDL_GLattr SDL_GLAttr +#define SDL_GLcontextFlag SDL_GLContextFlag +#define SDL_GLcontextReleaseFlag SDL_GLContextReleaseFlag +#define SDL_GLprofile SDL_GLProfile +#define SDL_GetClosestDisplayMode SDL_GetClosestFullscreenDisplayMode +#define SDL_GetDisplayOrientation SDL_GetCurrentDisplayOrientation +#define SDL_GetPointDisplayIndex SDL_GetDisplayForPoint +#define SDL_GetRectDisplayIndex SDL_GetDisplayForRect +#define SDL_GetWindowDisplayIndex SDL_GetDisplayForWindow +#define SDL_GetWindowDisplayMode SDL_GetWindowFullscreenMode +#define SDL_HasWindowSurface SDL_WindowHasSurface +#define SDL_IsScreenSaverEnabled SDL_ScreenSaverEnabled +#define SDL_SetWindowDisplayMode SDL_SetWindowFullscreenMode +#define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_HIGH_PIXEL_DENSITY +#define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_MOUSE_GRABBED +#define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_UTILITY + +#elif !defined(SDL_DISABLE_OLD_NAMES) + +/* ##SDL_atomic.h */ +#define SDL_AtomicAdd SDL_AtomicAdd_renamed_SDL_AddAtomicInt +#define SDL_AtomicCAS SDL_AtomicCAS_renamed_SDL_CompareAndSwapAtomicInt +#define SDL_AtomicCASPtr SDL_AtomicCASPtr_renamed_SDL_CompareAndSwapAtomicPointer +#define SDL_AtomicGet SDL_AtomicGet_renamed_SDL_GetAtomicInt +#define SDL_AtomicGetPtr SDL_AtomicGetPtr_renamed_SDL_GetAtomicPointer +#define SDL_AtomicLock SDL_AtomicLock_renamed_SDL_LockSpinlock +#define SDL_AtomicSet SDL_AtomicSet_renamed_SDL_SetAtomicInt +#define SDL_AtomicSetPtr SDL_AtomicSetPtr_renamed_SDL_SetAtomicPointer +#define SDL_AtomicTryLock SDL_AtomicTryLock_renamed_SDL_TryLockSpinlock +#define SDL_AtomicUnlock SDL_AtomicUnlock_renamed_SDL_UnlockSpinlock +#define SDL_atomic_t SDL_atomic_t_renamed_SDL_AtomicInt + +/* ##SDL_audio.h */ +#define AUDIO_F32 AUDIO_F32_renamed_SDL_AUDIO_F32LE +#define AUDIO_F32LSB AUDIO_F32LSB_renamed_SDL_AUDIO_F32LE +#define AUDIO_F32MSB AUDIO_F32MSB_renamed_SDL_AUDIO_F32BE +#define AUDIO_F32SYS AUDIO_F32SYS_renamed_SDL_AUDIO_F32 +#define AUDIO_S16 AUDIO_S16_renamed_SDL_AUDIO_S16LE +#define AUDIO_S16LSB AUDIO_S16LSB_renamed_SDL_AUDIO_S16LE +#define AUDIO_S16MSB AUDIO_S16MSB_renamed_SDL_AUDIO_S16BE +#define AUDIO_S16SYS AUDIO_S16SYS_renamed_SDL_AUDIO_S16 +#define AUDIO_S32 AUDIO_S32_renamed_SDL_AUDIO_S32LE +#define AUDIO_S32LSB AUDIO_S32LSB_renamed_SDL_AUDIO_S32LE +#define AUDIO_S32MSB AUDIO_S32MSB_renamed_SDL_AUDIO_S32BE +#define AUDIO_S32SYS AUDIO_S32SYS_renamed_SDL_AUDIO_S32 +#define AUDIO_S8 AUDIO_S8_renamed_SDL_AUDIO_S8 +#define AUDIO_U8 AUDIO_U8_renamed_SDL_AUDIO_U8 +#define SDL_AudioStreamAvailable SDL_AudioStreamAvailable_renamed_SDL_GetAudioStreamAvailable +#define SDL_AudioStreamClear SDL_AudioStreamClear_renamed_SDL_ClearAudioStream +#define SDL_AudioStreamFlush SDL_AudioStreamFlush_renamed_SDL_FlushAudioStream +#define SDL_AudioStreamGet SDL_AudioStreamGet_renamed_SDL_GetAudioStreamData +#define SDL_AudioStreamPut SDL_AudioStreamPut_renamed_SDL_PutAudioStreamData +#define SDL_FreeAudioStream SDL_FreeAudioStream_renamed_SDL_DestroyAudioStream +#define SDL_FreeWAV SDL_FreeWAV_renamed_SDL_free +#define SDL_LoadWAV_RW SDL_LoadWAV_RW_renamed_SDL_LoadWAV_IO +#define SDL_MixAudioFormat SDL_MixAudioFormat_renamed_SDL_MixAudio +#define SDL_NewAudioStream SDL_NewAudioStream_renamed_SDL_CreateAudioStream + +/* ##SDL_cpuinfo.h */ +#define SDL_GetCPUCount SDL_GetCPUCount_renamed_SDL_GetNumLogicalCPUCores +#define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_renamed_SDL_GetSIMDAlignment + +/* ##SDL_endian.h */ +#define SDL_SwapBE16 SDL_SwapBE16_renamed_SDL_Swap16BE +#define SDL_SwapBE32 SDL_SwapBE32_renamed_SDL_Swap32BE +#define SDL_SwapBE64 SDL_SwapBE64_renamed_SDL_Swap64BE +#define SDL_SwapLE16 SDL_SwapLE16_renamed_SDL_Swap16LE +#define SDL_SwapLE32 SDL_SwapLE32_renamed_SDL_Swap32LE +#define SDL_SwapLE64 SDL_SwapLE64_renamed_SDL_Swap64LE + +/* ##SDL_events.h */ +#define SDL_APP_DIDENTERBACKGROUND SDL_APP_DIDENTERBACKGROUND_renamed_SDL_EVENT_DID_ENTER_BACKGROUND +#define SDL_APP_DIDENTERFOREGROUND SDL_APP_DIDENTERFOREGROUND_renamed_SDL_EVENT_DID_ENTER_FOREGROUND +#define SDL_APP_LOWMEMORY SDL_APP_LOWMEMORY_renamed_SDL_EVENT_LOW_MEMORY +#define SDL_APP_TERMINATING SDL_APP_TERMINATING_renamed_SDL_EVENT_TERMINATING +#define SDL_APP_WILLENTERBACKGROUND SDL_APP_WILLENTERBACKGROUND_renamed_SDL_EVENT_WILL_ENTER_BACKGROUND +#define SDL_APP_WILLENTERFOREGROUND SDL_APP_WILLENTERFOREGROUND_renamed_SDL_EVENT_WILL_ENTER_FOREGROUND +#define SDL_AUDIODEVICEADDED SDL_AUDIODEVICEADDED_renamed_SDL_EVENT_AUDIO_DEVICE_ADDED +#define SDL_AUDIODEVICEREMOVED SDL_AUDIODEVICEREMOVED_renamed_SDL_EVENT_AUDIO_DEVICE_REMOVED +#define SDL_CLIPBOARDUPDATE SDL_CLIPBOARDUPDATE_renamed_SDL_EVENT_CLIPBOARD_UPDATE +#define SDL_CONTROLLERAXISMOTION SDL_CONTROLLERAXISMOTION_renamed_SDL_EVENT_GAMEPAD_AXIS_MOTION +#define SDL_CONTROLLERBUTTONDOWN SDL_CONTROLLERBUTTONDOWN_renamed_SDL_EVENT_GAMEPAD_BUTTON_DOWN +#define SDL_CONTROLLERBUTTONUP SDL_CONTROLLERBUTTONUP_renamed_SDL_EVENT_GAMEPAD_BUTTON_UP +#define SDL_CONTROLLERDEVICEADDED SDL_CONTROLLERDEVICEADDED_renamed_SDL_EVENT_GAMEPAD_ADDED +#define SDL_CONTROLLERDEVICEREMAPPED SDL_CONTROLLERDEVICEREMAPPED_renamed_SDL_EVENT_GAMEPAD_REMAPPED +#define SDL_CONTROLLERDEVICEREMOVED SDL_CONTROLLERDEVICEREMOVED_renamed_SDL_EVENT_GAMEPAD_REMOVED +#define SDL_CONTROLLERSENSORUPDATE SDL_CONTROLLERSENSORUPDATE_renamed_SDL_EVENT_GAMEPAD_SENSOR_UPDATE +#define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_CONTROLLERSTEAMHANDLEUPDATED_renamed_SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED +#define SDL_CONTROLLERTOUCHPADDOWN SDL_CONTROLLERTOUCHPADDOWN_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN +#define SDL_CONTROLLERTOUCHPADMOTION SDL_CONTROLLERTOUCHPADMOTION_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION +#define SDL_CONTROLLERTOUCHPADUP SDL_CONTROLLERTOUCHPADUP_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_UP +#define SDL_ControllerAxisEvent SDL_ControllerAxisEvent_renamed_SDL_GamepadAxisEvent +#define SDL_ControllerButtonEvent SDL_ControllerButtonEvent_renamed_SDL_GamepadButtonEvent +#define SDL_ControllerDeviceEvent SDL_ControllerDeviceEvent_renamed_SDL_GamepadDeviceEvent +#define SDL_ControllerSensorEvent SDL_ControllerSensorEvent_renamed_SDL_GamepadSensorEvent +#define SDL_ControllerTouchpadEvent SDL_ControllerTouchpadEvent_renamed_SDL_GamepadTouchpadEvent +#define SDL_DISPLAYEVENT_CONNECTED SDL_DISPLAYEVENT_CONNECTED_renamed_SDL_EVENT_DISPLAY_ADDED +#define SDL_DISPLAYEVENT_DISCONNECTED SDL_DISPLAYEVENT_DISCONNECTED_renamed_SDL_EVENT_DISPLAY_REMOVED +#define SDL_DISPLAYEVENT_MOVED SDL_DISPLAYEVENT_MOVED_renamed_SDL_EVENT_DISPLAY_MOVED +#define SDL_DISPLAYEVENT_ORIENTATION SDL_DISPLAYEVENT_ORIENTATION_renamed_SDL_EVENT_DISPLAY_ORIENTATION +#define SDL_DROPBEGIN SDL_DROPBEGIN_renamed_SDL_EVENT_DROP_BEGIN +#define SDL_DROPCOMPLETE SDL_DROPCOMPLETE_renamed_SDL_EVENT_DROP_COMPLETE +#define SDL_DROPFILE SDL_DROPFILE_renamed_SDL_EVENT_DROP_FILE +#define SDL_DROPTEXT SDL_DROPTEXT_renamed_SDL_EVENT_DROP_TEXT +#define SDL_DelEventWatch SDL_DelEventWatch_renamed_SDL_RemoveEventWatch +#define SDL_FINGERDOWN SDL_FINGERDOWN_renamed_SDL_EVENT_FINGER_DOWN +#define SDL_FINGERMOTION SDL_FINGERMOTION_renamed_SDL_EVENT_FINGER_MOTION +#define SDL_FINGERUP SDL_FINGERUP_renamed_SDL_EVENT_FINGER_UP +#define SDL_FIRSTEVENT SDL_FIRSTEVENT_renamed_SDL_EVENT_FIRST +#define SDL_JOYAXISMOTION SDL_JOYAXISMOTION_renamed_SDL_EVENT_JOYSTICK_AXIS_MOTION +#define SDL_JOYBATTERYUPDATED SDL_JOYBATTERYUPDATED_renamed_SDL_EVENT_JOYSTICK_BATTERY_UPDATED +#define SDL_JOYBUTTONDOWN SDL_JOYBUTTONDOWN_renamed_SDL_EVENT_JOYSTICK_BUTTON_DOWN +#define SDL_JOYBUTTONUP SDL_JOYBUTTONUP_renamed_SDL_EVENT_JOYSTICK_BUTTON_UP +#define SDL_JOYDEVICEADDED SDL_JOYDEVICEADDED_renamed_SDL_EVENT_JOYSTICK_ADDED +#define SDL_JOYDEVICEREMOVED SDL_JOYDEVICEREMOVED_renamed_SDL_EVENT_JOYSTICK_REMOVED +#define SDL_JOYBALLMOTION SDL_JOYBALLMOTION_renamed_SDL_EVENT_JOYSTICK_BALL_MOTION +#define SDL_JOYHATMOTION SDL_JOYHATMOTION_renamed_SDL_EVENT_JOYSTICK_HAT_MOTION +#define SDL_KEYDOWN SDL_KEYDOWN_renamed_SDL_EVENT_KEY_DOWN +#define SDL_KEYMAPCHANGED SDL_KEYMAPCHANGED_renamed_SDL_EVENT_KEYMAP_CHANGED +#define SDL_KEYUP SDL_KEYUP_renamed_SDL_EVENT_KEY_UP +#define SDL_LASTEVENT SDL_LASTEVENT_renamed_SDL_EVENT_LAST +#define SDL_LOCALECHANGED SDL_LOCALECHANGED_renamed_SDL_EVENT_LOCALE_CHANGED +#define SDL_MOUSEBUTTONDOWN SDL_MOUSEBUTTONDOWN_renamed_SDL_EVENT_MOUSE_BUTTON_DOWN +#define SDL_MOUSEBUTTONUP SDL_MOUSEBUTTONUP_renamed_SDL_EVENT_MOUSE_BUTTON_UP +#define SDL_MOUSEMOTION SDL_MOUSEMOTION_renamed_SDL_EVENT_MOUSE_MOTION +#define SDL_MOUSEWHEEL SDL_MOUSEWHEEL_renamed_SDL_EVENT_MOUSE_WHEEL +#define SDL_POLLSENTINEL SDL_POLLSENTINEL_renamed_SDL_EVENT_POLL_SENTINEL +#define SDL_QUIT SDL_QUIT_renamed_SDL_EVENT_QUIT +#define SDL_RENDER_DEVICE_RESET SDL_RENDER_DEVICE_RESET_renamed_SDL_EVENT_RENDER_DEVICE_RESET +#define SDL_RENDER_TARGETS_RESET SDL_RENDER_TARGETS_RESET_renamed_SDL_EVENT_RENDER_TARGETS_RESET +#define SDL_SENSORUPDATE SDL_SENSORUPDATE_renamed_SDL_EVENT_SENSOR_UPDATE +#define SDL_TEXTEDITING SDL_TEXTEDITING_renamed_SDL_EVENT_TEXT_EDITING +#define SDL_TEXTEDITING_EXT SDL_TEXTEDITING_EXT_renamed_SDL_EVENT_TEXT_EDITING_EXT +#define SDL_TEXTINPUT SDL_TEXTINPUT_renamed_SDL_EVENT_TEXT_INPUT +#define SDL_USEREVENT SDL_USEREVENT_renamed_SDL_EVENT_USER +#define SDL_WINDOWEVENT_CLOSE SDL_WINDOWEVENT_CLOSE_renamed_SDL_EVENT_WINDOW_CLOSE_REQUESTED +#define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_WINDOWEVENT_DISPLAY_CHANGED_renamed_SDL_EVENT_WINDOW_DISPLAY_CHANGED +#define SDL_WINDOWEVENT_ENTER SDL_WINDOWEVENT_ENTER_renamed_SDL_EVENT_WINDOW_MOUSE_ENTER +#define SDL_WINDOWEVENT_EXPOSED SDL_WINDOWEVENT_EXPOSED_renamed_SDL_EVENT_WINDOW_EXPOSED +#define SDL_WINDOWEVENT_FOCUS_GAINED SDL_WINDOWEVENT_FOCUS_GAINED_renamed_SDL_EVENT_WINDOW_FOCUS_GAINED +#define SDL_WINDOWEVENT_FOCUS_LOST SDL_WINDOWEVENT_FOCUS_LOST_renamed_SDL_EVENT_WINDOW_FOCUS_LOST +#define SDL_WINDOWEVENT_HIDDEN SDL_WINDOWEVENT_HIDDEN_renamed_SDL_EVENT_WINDOW_HIDDEN +#define SDL_WINDOWEVENT_HIT_TEST SDL_WINDOWEVENT_HIT_TEST_renamed_SDL_EVENT_WINDOW_HIT_TEST +#define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_WINDOWEVENT_ICCPROF_CHANGED_renamed_SDL_EVENT_WINDOW_ICCPROF_CHANGED +#define SDL_WINDOWEVENT_LEAVE SDL_WINDOWEVENT_LEAVE_renamed_SDL_EVENT_WINDOW_MOUSE_LEAVE +#define SDL_WINDOWEVENT_MAXIMIZED SDL_WINDOWEVENT_MAXIMIZED_renamed_SDL_EVENT_WINDOW_MAXIMIZED +#define SDL_WINDOWEVENT_MINIMIZED SDL_WINDOWEVENT_MINIMIZED_renamed_SDL_EVENT_WINDOW_MINIMIZED +#define SDL_WINDOWEVENT_MOVED SDL_WINDOWEVENT_MOVED_renamed_SDL_EVENT_WINDOW_MOVED +#define SDL_WINDOWEVENT_RESIZED SDL_WINDOWEVENT_RESIZED_renamed_SDL_EVENT_WINDOW_RESIZED +#define SDL_WINDOWEVENT_RESTORED SDL_WINDOWEVENT_RESTORED_renamed_SDL_EVENT_WINDOW_RESTORED +#define SDL_WINDOWEVENT_SHOWN SDL_WINDOWEVENT_SHOWN_renamed_SDL_EVENT_WINDOW_SHOWN +#define SDL_WINDOWEVENT_SIZE_CHANGED SDL_WINDOWEVENT_SIZE_CHANGED_renamed_SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED +#define SDL_eventaction SDL_eventaction_renamed_SDL_EventAction + +/* ##SDL_gamecontroller.h */ +#define SDL_CONTROLLER_AXIS_INVALID SDL_CONTROLLER_AXIS_INVALID_renamed_SDL_GAMEPAD_AXIS_INVALID +#define SDL_CONTROLLER_AXIS_LEFTX SDL_CONTROLLER_AXIS_LEFTX_renamed_SDL_GAMEPAD_AXIS_LEFTX +#define SDL_CONTROLLER_AXIS_LEFTY SDL_CONTROLLER_AXIS_LEFTY_renamed_SDL_GAMEPAD_AXIS_LEFTY +#define SDL_CONTROLLER_AXIS_MAX SDL_CONTROLLER_AXIS_MAX_renamed_SDL_GAMEPAD_AXIS_COUNT +#define SDL_CONTROLLER_AXIS_RIGHTX SDL_CONTROLLER_AXIS_RIGHTX_renamed_SDL_GAMEPAD_AXIS_RIGHTX +#define SDL_CONTROLLER_AXIS_RIGHTY SDL_CONTROLLER_AXIS_RIGHTY_renamed_SDL_GAMEPAD_AXIS_RIGHTY +#define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_CONTROLLER_AXIS_TRIGGERLEFT_renamed_SDL_GAMEPAD_AXIS_LEFT_TRIGGER +#define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_CONTROLLER_AXIS_TRIGGERRIGHT_renamed_SDL_GAMEPAD_AXIS_RIGHT_TRIGGER +#define SDL_CONTROLLER_BINDTYPE_AXIS SDL_CONTROLLER_BINDTYPE_AXIS_renamed_SDL_GAMEPAD_BINDTYPE_AXIS +#define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_CONTROLLER_BINDTYPE_BUTTON_renamed_SDL_GAMEPAD_BINDTYPE_BUTTON +#define SDL_CONTROLLER_BINDTYPE_HAT SDL_CONTROLLER_BINDTYPE_HAT_renamed_SDL_GAMEPAD_BINDTYPE_HAT +#define SDL_CONTROLLER_BINDTYPE_NONE SDL_CONTROLLER_BINDTYPE_NONE_renamed_SDL_GAMEPAD_BINDTYPE_NONE +#define SDL_CONTROLLER_BUTTON_A SDL_CONTROLLER_BUTTON_A_renamed_SDL_GAMEPAD_BUTTON_SOUTH +#define SDL_CONTROLLER_BUTTON_B SDL_CONTROLLER_BUTTON_B_renamed_SDL_GAMEPAD_BUTTON_EAST +#define SDL_CONTROLLER_BUTTON_BACK SDL_CONTROLLER_BUTTON_BACK_renamed_SDL_GAMEPAD_BUTTON_BACK +#define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_CONTROLLER_BUTTON_DPAD_DOWN_renamed_SDL_GAMEPAD_BUTTON_DPAD_DOWN +#define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_CONTROLLER_BUTTON_DPAD_LEFT_renamed_SDL_GAMEPAD_BUTTON_DPAD_LEFT +#define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_CONTROLLER_BUTTON_DPAD_RIGHT_renamed_SDL_GAMEPAD_BUTTON_DPAD_RIGHT +#define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_CONTROLLER_BUTTON_DPAD_UP_renamed_SDL_GAMEPAD_BUTTON_DPAD_UP +#define SDL_CONTROLLER_BUTTON_GUIDE SDL_CONTROLLER_BUTTON_GUIDE_renamed_SDL_GAMEPAD_BUTTON_GUIDE +#define SDL_CONTROLLER_BUTTON_INVALID SDL_CONTROLLER_BUTTON_INVALID_renamed_SDL_GAMEPAD_BUTTON_INVALID +#define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_CONTROLLER_BUTTON_LEFTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_LEFT_SHOULDER +#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_CONTROLLER_BUTTON_LEFTSTICK_renamed_SDL_GAMEPAD_BUTTON_LEFT_STICK +#define SDL_CONTROLLER_BUTTON_MAX SDL_CONTROLLER_BUTTON_MAX_renamed_SDL_GAMEPAD_BUTTON_COUNT +#define SDL_CONTROLLER_BUTTON_MISC1 SDL_CONTROLLER_BUTTON_MISC1_renamed_SDL_GAMEPAD_BUTTON_MISC1 +#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_CONTROLLER_BUTTON_PADDLE1_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_CONTROLLER_BUTTON_PADDLE2_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_CONTROLLER_BUTTON_PADDLE3_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_CONTROLLER_BUTTON_PADDLE4_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_CONTROLLER_BUTTON_RIGHTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER +#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_CONTROLLER_BUTTON_RIGHTSTICK_renamed_SDL_GAMEPAD_BUTTON_RIGHT_STICK +#define SDL_CONTROLLER_BUTTON_START SDL_CONTROLLER_BUTTON_START_renamed_SDL_GAMEPAD_BUTTON_START +#define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_CONTROLLER_BUTTON_TOUCHPAD_renamed_SDL_GAMEPAD_BUTTON_TOUCHPAD +#define SDL_CONTROLLER_BUTTON_X SDL_CONTROLLER_BUTTON_X_renamed_SDL_GAMEPAD_BUTTON_WEST +#define SDL_CONTROLLER_BUTTON_Y SDL_CONTROLLER_BUTTON_Y_renamed_SDL_GAMEPAD_BUTTON_NORTH +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO +#define SDL_CONTROLLER_TYPE_PS3 SDL_CONTROLLER_TYPE_PS3_renamed_SDL_GAMEPAD_TYPE_PS3 +#define SDL_CONTROLLER_TYPE_PS4 SDL_CONTROLLER_TYPE_PS4_renamed_SDL_GAMEPAD_TYPE_PS4 +#define SDL_CONTROLLER_TYPE_PS5 SDL_CONTROLLER_TYPE_PS5_renamed_SDL_GAMEPAD_TYPE_PS5 +#define SDL_CONTROLLER_TYPE_UNKNOWN SDL_CONTROLLER_TYPE_UNKNOWN_renamed_SDL_GAMEPAD_TYPE_STANDARD +#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_CONTROLLER_TYPE_VIRTUAL_renamed_SDL_GAMEPAD_TYPE_VIRTUAL +#define SDL_CONTROLLER_TYPE_XBOX360 SDL_CONTROLLER_TYPE_XBOX360_renamed_SDL_GAMEPAD_TYPE_XBOX360 +#define SDL_CONTROLLER_TYPE_XBOXONE SDL_CONTROLLER_TYPE_XBOXONE_renamed_SDL_GAMEPAD_TYPE_XBOXONE +#define SDL_GameController SDL_GameController_renamed_SDL_Gamepad +#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_renamed_SDL_AddGamepadMapping +#define SDL_GameControllerAddMappingsFromFile SDL_GameControllerAddMappingsFromFile_renamed_SDL_AddGamepadMappingsFromFile +#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_renamed_SDL_AddGamepadMappingsFromIO +#define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis +#define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType +#define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton +#define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad +#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromID +#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_renamed_SDL_GetGamepadAppleSFSymbolsNameForAxis +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_renamed_SDL_GetGamepadAppleSFSymbolsNameForButton +#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected +#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis +#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString +#define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton +#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString +#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion +#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_renamed_SDL_GetGamepadJoystick +#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_renamed_SDL_GetNumGamepadTouchpadFingers +#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_renamed_SDL_GetNumGamepadTouchpads +#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_renamed_SDL_GetGamepadPlayerIndex +#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_renamed_SDL_GetGamepadProduct +#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_renamed_SDL_GetGamepadProductVersion +#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_renamed_SDL_GetGamepadSensorData +#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_renamed_SDL_GetGamepadSensorDataRate +#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_renamed_SDL_GetGamepadSerial +#define SDL_GameControllerGetSteamHandle SDL_GameControllerGetSteamHandle_renamed_SDL_GetGamepadSteamHandle +#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_renamed_SDL_GetGamepadStringForAxis +#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_renamed_SDL_GetGamepadStringForButton +#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_renamed_SDL_GetGamepadTouchpadFinger +#define SDL_GameControllerGetType SDL_GameControllerGetType_renamed_SDL_GetGamepadType +#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_renamed_SDL_GetGamepadVendor +#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_renamed_SDL_GamepadHasAxis +#define SDL_GameControllerHasButton SDL_GameControllerHasButton_renamed_SDL_GamepadHasButton +#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_renamed_SDL_GamepadHasSensor +#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_renamed_SDL_GamepadSensorEnabled +#define SDL_GameControllerMapping SDL_GameControllerMapping_renamed_SDL_GetGamepadMapping +#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_renamed_SDL_GetGamepadMappingForDeviceIndex +#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_renamed_SDL_GetGamepadMappingForGUID +#define SDL_GameControllerName SDL_GameControllerName_renamed_SDL_GetGamepadName +#define SDL_GameControllerOpen SDL_GameControllerOpen_renamed_SDL_OpenGamepad +#define SDL_GameControllerPath SDL_GameControllerPath_renamed_SDL_GetGamepadPath +#define SDL_GameControllerRumble SDL_GameControllerRumble_renamed_SDL_RumbleGamepad +#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_renamed_SDL_RumbleGamepadTriggers +#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_renamed_SDL_SendGamepadEffect +#define SDL_GameControllerSetLED SDL_GameControllerSetLED_renamed_SDL_SetGamepadLED +#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_renamed_SDL_SetGamepadPlayerIndex +#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_renamed_SDL_SetGamepadSensorEnabled +#define SDL_GameControllerType SDL_GameControllerType_renamed_SDL_GamepadType +#define SDL_GameControllerUpdate SDL_GameControllerUpdate_renamed_SDL_UpdateGamepads +#define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMECONTROLLER_renamed_SDL_INIT_GAMEPAD +#define SDL_IsGameController SDL_IsGameController_renamed_SDL_IsGamepad + +/* ##SDL_guid.h */ +#define SDL_GUIDFromString SDL_GUIDFromString_renamed_SDL_StringToGUID + +/* ##SDL_haptic.h */ +#define SDL_HapticClose SDL_HapticClose_renamed_SDL_CloseHaptic +#define SDL_HapticDestroyEffect SDL_HapticDestroyEffect_renamed_SDL_DestroyHapticEffect +#define SDL_HapticGetEffectStatus SDL_HapticGetEffectStatus_renamed_SDL_GetHapticEffectStatus +#define SDL_HapticNewEffect SDL_HapticNewEffect_renamed_SDL_CreateHapticEffect +#define SDL_HapticNumAxes SDL_HapticNumAxes_renamed_SDL_GetNumHapticAxes +#define SDL_HapticNumEffects SDL_HapticNumEffects_renamed_SDL_GetMaxHapticEffects +#define SDL_HapticNumEffectsPlaying SDL_HapticNumEffectsPlaying_renamed_SDL_GetMaxHapticEffectsPlaying +#define SDL_HapticOpen SDL_HapticOpen_renamed_SDL_OpenHaptic +#define SDL_HapticOpenFromJoystick SDL_HapticOpenFromJoystick_renamed_SDL_OpenHapticFromJoystick +#define SDL_HapticOpenFromMouse SDL_HapticOpenFromMouse_renamed_SDL_OpenHapticFromMouse +#define SDL_HapticPause SDL_HapticPause_renamed_SDL_PauseHaptic +#define SDL_HapticQuery SDL_HapticQuery_renamed_SDL_GetHapticFeatures +#define SDL_HapticRumbleInit SDL_HapticRumbleInit_renamed_SDL_InitHapticRumble +#define SDL_HapticRumblePlay SDL_HapticRumblePlay_renamed_SDL_PlayHapticRumble +#define SDL_HapticRumbleStop SDL_HapticRumbleStop_renamed_SDL_StopHapticRumble +#define SDL_HapticRunEffect SDL_HapticRunEffect_renamed_SDL_RunHapticEffect +#define SDL_HapticSetAutocenter SDL_HapticSetAutocenter_renamed_SDL_SetHapticAutocenter +#define SDL_HapticSetGain SDL_HapticSetGain_renamed_SDL_SetHapticGain +#define SDL_HapticStopAll SDL_HapticStopAll_renamed_SDL_StopHapticEffects +#define SDL_HapticStopEffect SDL_HapticStopEffect_renamed_SDL_StopHapticEffect +#define SDL_HapticUnpause SDL_HapticUnpause_renamed_SDL_ResumeHaptic +#define SDL_HapticUpdateEffect SDL_HapticUpdateEffect_renamed_SDL_UpdateHapticEffect +#define SDL_JoystickIsHaptic SDL_JoystickIsHaptic_renamed_SDL_IsJoystickHaptic +#define SDL_MouseIsHaptic SDL_MouseIsHaptic_renamed_SDL_IsMouseHaptic + +/* ##SDL_hints.h */ +#define SDL_DelHintCallback SDL_DelHintCallback_renamed_SDL_RemoveHintCallback +#define SDL_HINT_ALLOW_TOPMOST SDL_HINT_ALLOW_TOPMOST_renamed_SDL_HINT_WINDOW_ALLOW_TOPMOST +#define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_DIRECTINPUT_ENABLED_renamed_SDL_HINT_JOYSTICK_DIRECTINPUT +#define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_renamed_SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT +#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE_renamed_SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE_renamed_SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE_renamed_SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_LINUX_DIGITAL_HATS_renamed_SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS +#define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_LINUX_HAT_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_LINUX_JOYSTICK_CLASSIC_renamed_SDL_HINT_JOYSTICK_LINUX_CLASSIC +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_LINUX_JOYSTICK_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_DEADZONES + +/* ##SDL_joystick.h */ +#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMECONTROLLER_renamed_SDL_JOYSTICK_TYPE_GAMEPAD +#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_renamed_SDL_AttachVirtualJoystick +#define SDL_JoystickClose SDL_JoystickClose_renamed_SDL_CloseJoystick +#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_renamed_SDL_DetachVirtualJoystick +#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_renamed_SDL_GetJoystickFromID +#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_renamed_SDL_GetJoystickFromPlayerIndex +#define SDL_JoystickGUID SDL_JoystickGUID_renamed_SDL_GUID +#define SDL_JoystickGetAttached SDL_JoystickGetAttached_renamed_SDL_JoystickConnected +#define SDL_JoystickGetAxis SDL_JoystickGetAxis_renamed_SDL_GetJoystickAxis +#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_renamed_SDL_GetJoystickAxisInitialState +#define SDL_JoystickGetBall SDL_JoystickGetBall_renamed_SDL_GetJoystickBall +#define SDL_JoystickGetButton SDL_JoystickGetButton_renamed_SDL_GetJoystickButton +#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_renamed_SDL_GetJoystickFirmwareVersion +#define SDL_JoystickGetGUID SDL_JoystickGetGUID_renamed_SDL_GetJoystickGUID +#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_renamed_SDL_GUIDFromString +#define SDL_JoystickGetHat SDL_JoystickGetHat_renamed_SDL_GetJoystickHat +#define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_renamed_SDL_GetJoystickPlayerIndex +#define SDL_JoystickGetProduct SDL_JoystickGetProduct_renamed_SDL_GetJoystickProduct +#define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_renamed_SDL_GetJoystickProductVersion +#define SDL_JoystickGetSerial SDL_JoystickGetSerial_renamed_SDL_GetJoystickSerial +#define SDL_JoystickGetType SDL_JoystickGetType_renamed_SDL_GetJoystickType +#define SDL_JoystickGetVendor SDL_JoystickGetVendor_renamed_SDL_GetJoystickVendor +#define SDL_JoystickInstanceID SDL_JoystickInstanceID_renamed_SDL_GetJoystickID +#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_renamed_SDL_IsJoystickVirtual +#define SDL_JoystickName SDL_JoystickName_renamed_SDL_GetJoystickName +#define SDL_JoystickNumAxes SDL_JoystickNumAxes_renamed_SDL_GetNumJoystickAxes +#define SDL_JoystickNumBalls SDL_JoystickNumBalls_renamed_SDL_GetNumJoystickBalls +#define SDL_JoystickNumButtons SDL_JoystickNumButtons_renamed_SDL_GetNumJoystickButtons +#define SDL_JoystickNumHats SDL_JoystickNumHats_renamed_SDL_GetNumJoystickHats +#define SDL_JoystickOpen SDL_JoystickOpen_renamed_SDL_OpenJoystick +#define SDL_JoystickPath SDL_JoystickPath_renamed_SDL_GetJoystickPath +#define SDL_JoystickRumble SDL_JoystickRumble_renamed_SDL_RumbleJoystick +#define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_renamed_SDL_RumbleJoystickTriggers +#define SDL_JoystickSendEffect SDL_JoystickSendEffect_renamed_SDL_SendJoystickEffect +#define SDL_JoystickSetLED SDL_JoystickSetLED_renamed_SDL_SetJoystickLED +#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_renamed_SDL_SetJoystickPlayerIndex +#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_renamed_SDL_SetJoystickVirtualAxis +#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_renamed_SDL_SetJoystickVirtualButton +#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_renamed_SDL_SetJoystickVirtualHat +#define SDL_JoystickUpdate SDL_JoystickUpdate_renamed_SDL_UpdateJoysticks + +/* ##SDL_keyboard.h */ +#define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_renamed_SDL_ScreenKeyboardShown +#define SDL_IsTextInputActive SDL_IsTextInputActive_renamed_SDL_TextInputActive + +/* ##SDL_keycode.h */ +#define KMOD_ALT KMOD_ALT_renamed_SDL_KMOD_ALT +#define KMOD_CAPS KMOD_CAPS_renamed_SDL_KMOD_CAPS +#define KMOD_CTRL KMOD_CTRL_renamed_SDL_KMOD_CTRL +#define KMOD_GUI KMOD_GUI_renamed_SDL_KMOD_GUI +#define KMOD_LALT KMOD_LALT_renamed_SDL_KMOD_LALT +#define KMOD_LCTRL KMOD_LCTRL_renamed_SDL_KMOD_LCTRL +#define KMOD_LGUI KMOD_LGUI_renamed_SDL_KMOD_LGUI +#define KMOD_LSHIFT KMOD_LSHIFT_renamed_SDL_KMOD_LSHIFT +#define KMOD_MODE KMOD_MODE_renamed_SDL_KMOD_MODE +#define KMOD_NONE KMOD_NONE_renamed_SDL_KMOD_NONE +#define KMOD_NUM KMOD_NUM_renamed_SDL_KMOD_NUM +#define KMOD_RALT KMOD_RALT_renamed_SDL_KMOD_RALT +#define KMOD_RCTRL KMOD_RCTRL_renamed_SDL_KMOD_RCTRL +#define KMOD_RGUI KMOD_RGUI_renamed_SDL_KMOD_RGUI +#define KMOD_RSHIFT KMOD_RSHIFT_renamed_SDL_KMOD_RSHIFT +#define KMOD_SCROLL KMOD_SCROLL_renamed_SDL_KMOD_SCROLL +#define KMOD_SHIFT KMOD_SHIFT_renamed_SDL_KMOD_SHIFT +#define SDLK_AUDIOFASTFORWARD SDLK_AUDIOFASTFORWARD_renamed_SDLK_MEDIA_FAST_FORWARD +#define SDLK_AUDIOMUTE SDLK_AUDIOMUTE_renamed_SDLK_MUTE +#define SDLK_AUDIONEXT SDLK_AUDIONEXT_renamed_SDLK_MEDIA_NEXT_TRACK +#define SDLK_AUDIOPLAY SDLK_AUDIOPLAY_renamed_SDLK_MEDIA_PLAY +#define SDLK_AUDIOPREV SDLK_AUDIOPREV_renamed_SDLK_MEDIA_PREVIOUS_TRACK +#define SDLK_AUDIOREWIND SDLK_AUDIOREWIND_renamed_SDLK_MEDIA_REWIND +#define SDLK_AUDIOSTOP SDLK_AUDIOSTOP_renamed_SDLK_MEDIA_STOP +#define SDLK_BACKQUOTE SDLK_BACKQUOTE_renamed_SDLK_GRAVE +#define SDLK_EJECT SDLK_EJECT_renamed_SDLK_MEDIA_EJECT +#define SDLK_MEDIASELECT SDLK_MEDIASELECT_renamed_SDLK_MEDIA_SELECT +#define SDLK_QUOTE SDLK_QUOTE_renamed_SDLK_APOSTROPHE +#define SDLK_QUOTEDBL SDLK_QUOTEDBL_renamed_SDLK_DBLAPOSTROPHE +#define SDLK_a SDLK_a_renamed_SDLK_A +#define SDLK_b SDLK_b_renamed_SDLK_B +#define SDLK_c SDLK_c_renamed_SDLK_C +#define SDLK_d SDLK_d_renamed_SDLK_D +#define SDLK_e SDLK_e_renamed_SDLK_E +#define SDLK_f SDLK_f_renamed_SDLK_F +#define SDLK_g SDLK_g_renamed_SDLK_G +#define SDLK_h SDLK_h_renamed_SDLK_H +#define SDLK_i SDLK_i_renamed_SDLK_I +#define SDLK_j SDLK_j_renamed_SDLK_J +#define SDLK_k SDLK_k_renamed_SDLK_K +#define SDLK_l SDLK_l_renamed_SDLK_L +#define SDLK_m SDLK_m_renamed_SDLK_M +#define SDLK_n SDLK_n_renamed_SDLK_N +#define SDLK_o SDLK_o_renamed_SDLK_O +#define SDLK_p SDLK_p_renamed_SDLK_P +#define SDLK_q SDLK_q_renamed_SDLK_Q +#define SDLK_r SDLK_r_renamed_SDLK_R +#define SDLK_s SDLK_s_renamed_SDLK_S +#define SDLK_t SDLK_t_renamed_SDLK_T +#define SDLK_u SDLK_u_renamed_SDLK_U +#define SDLK_v SDLK_v_renamed_SDLK_V +#define SDLK_w SDLK_w_renamed_SDLK_W +#define SDLK_x SDLK_x_renamed_SDLK_X +#define SDLK_y SDLK_y_renamed_SDLK_Y +#define SDLK_z SDLK_z_renamed_SDLK_Z + +/* ##SDL_log.h */ +#define SDL_LogGetOutputFunction SDL_LogGetOutputFunction_renamed_SDL_GetLogOutputFunction +#define SDL_LogGetPriority SDL_LogGetPriority_renamed_SDL_GetLogPriority +#define SDL_LogResetPriorities SDL_LogResetPriorities_renamed_SDL_ResetLogPriorities +#define SDL_LogSetAllPriority SDL_LogSetAllPriority_renamed_SDL_SetLogPriorities +#define SDL_LogSetOutputFunction SDL_LogSetOutputFunction_renamed_SDL_SetLogOutputFunction +#define SDL_LogSetPriority SDL_LogSetPriority_renamed_SDL_SetLogPriority +#define SDL_NUM_LOG_PRIORITIES SDL_NUM_LOG_PRIORITIES_renamed_SDL_LOG_PRIORITY_COUNT + +/* ##SDL_messagebox.h */ +#define SDL_MESSAGEBOX_COLOR_MAX SDL_MESSAGEBOX_COLOR_MAX_renamed_SDL_MESSAGEBOX_COLOR_COUNT + +/* ##SDL_mouse.h */ +#define SDL_BUTTON SDL_BUTTON_renamed_SDL_BUTTON_MASK +#define SDL_FreeCursor SDL_FreeCursor_renamed_SDL_DestroyCursor +#define SDL_NUM_SYSTEM_CURSORS SDL_NUM_SYSTEM_CURSORS_renamed_SDL_SYSTEM_CURSOR_COUNT +#define SDL_SYSTEM_CURSOR_ARROW SDL_SYSTEM_CURSOR_ARROW_renamed_SDL_SYSTEM_CURSOR_DEFAULT +#define SDL_SYSTEM_CURSOR_HAND SDL_SYSTEM_CURSOR_HAND_renamed_SDL_SYSTEM_CURSOR_POINTER +#define SDL_SYSTEM_CURSOR_IBEAM SDL_SYSTEM_CURSOR_IBEAM_renamed_SDL_SYSTEM_CURSOR_TEXT +#define SDL_SYSTEM_CURSOR_NO SDL_SYSTEM_CURSOR_NO_renamed_SDL_SYSTEM_CURSOR_NOT_ALLOWED +#define SDL_SYSTEM_CURSOR_SIZEALL SDL_SYSTEM_CURSOR_SIZEALL_renamed_SDL_SYSTEM_CURSOR_MOVE +#define SDL_SYSTEM_CURSOR_SIZENESW SDL_SYSTEM_CURSOR_SIZENESW_renamed_SDL_SYSTEM_CURSOR_NESW_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENS SDL_SYSTEM_CURSOR_SIZENS_renamed_SDL_SYSTEM_CURSOR_NS_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENWSE SDL_SYSTEM_CURSOR_SIZENWSE_renamed_SDL_SYSTEM_CURSOR_NWSE_RESIZE +#define SDL_SYSTEM_CURSOR_SIZEWE SDL_SYSTEM_CURSOR_SIZEWE_renamed_SDL_SYSTEM_CURSOR_EW_RESIZE +#define SDL_SYSTEM_CURSOR_WAITARROW SDL_SYSTEM_CURSOR_WAITARROW_renamed_SDL_SYSTEM_CURSOR_PROGRESS +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOM SDL_SYSTEM_CURSOR_WINDOW_BOTTOM_renamed_SDL_SYSTEM_CURSOR_S_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT_renamed_SDL_SYSTEM_CURSOR_SW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT_renamed_SDL_SYSTEM_CURSOR_SE_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_LEFT SDL_SYSTEM_CURSOR_WINDOW_LEFT_renamed_SDL_SYSTEM_CURSOR_W_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_RIGHT SDL_SYSTEM_CURSOR_WINDOW_RIGHT_renamed_SDL_SYSTEM_CURSOR_E_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOP SDL_SYSTEM_CURSOR_WINDOW_TOP_renamed_SDL_SYSTEM_CURSOR_N_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT_renamed_SDL_SYSTEM_CURSOR_NW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT_renamed_SDL_SYSTEM_CURSOR_NE_RESIZE + +/* ##SDL_mutex.h */ +#define SDL_CondBroadcast SDL_CondBroadcast_renamed_SDL_BroadcastCondition +#define SDL_CondSignal SDL_CondSignal_renamed_SDL_SignalCondition +#define SDL_CondWait SDL_CondWait_renamed_SDL_WaitCondition +#define SDL_CondWaitTimeout SDL_CondWaitTimeout_renamed_SDL_WaitConditionTimeout +#define SDL_CreateCond SDL_CreateCond_renamed_SDL_CreateCondition +#define SDL_DestroyCond SDL_DestroyCond_renamed_SDL_DestroyCondition +#define SDL_SemPost SDL_SemPost_renamed_SDL_SignalSemaphore +#define SDL_SemTryWait SDL_SemTryWait_renamed_SDL_TryWaitSemaphore +#define SDL_SemValue SDL_SemValue_renamed_SDL_GetSemaphoreValue +#define SDL_SemWait SDL_SemWait_renamed_SDL_WaitSemaphore +#define SDL_SemWaitTimeout SDL_SemWaitTimeout_renamed_SDL_WaitSemaphoreTimeout + +/* ##SDL_mutex.h */ +#define SDL_cond SDL_cond_renamed_SDL_Condition +#define SDL_mutex SDL_mutex_renamed_SDL_Mutex +#define SDL_sem SDL_sem_renamed_SDL_Semaphore + +/* ##SDL_pixels.h */ +#define SDL_AllocFormat SDL_AllocFormat_renamed_SDL_GetPixelFormatDetails +#define SDL_AllocPalette SDL_AllocPalette_renamed_SDL_CreatePalette +#define SDL_Colour SDL_Colour_renamed_SDL_Color +#define SDL_FreePalette SDL_FreePalette_renamed_SDL_DestroyPalette +#define SDL_MasksToPixelFormatEnum SDL_MasksToPixelFormatEnum_renamed_SDL_GetPixelFormatForMasks +#define SDL_PIXELFORMAT_BGR444 SDL_PIXELFORMAT_BGR444_renamed_SDL_PIXELFORMAT_XBGR4444 +#define SDL_PIXELFORMAT_BGR555 SDL_PIXELFORMAT_BGR555_renamed_SDL_PIXELFORMAT_XBGR1555 +#define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_BGR888_renamed_SDL_PIXELFORMAT_XBGR8888 +#define SDL_PIXELFORMAT_RGB444 SDL_PIXELFORMAT_RGB444_renamed_SDL_PIXELFORMAT_XRGB4444 +#define SDL_PIXELFORMAT_RGB555 SDL_PIXELFORMAT_RGB555_renamed_SDL_PIXELFORMAT_XRGB1555 +#define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_RGB888_renamed_SDL_PIXELFORMAT_XRGB8888 +#define SDL_PixelFormatEnumToMasks SDL_PixelFormatEnumToMasks_renamed_SDL_GetMasksForPixelFormat + +/* ##SDL_rect.h */ +#define SDL_EncloseFPoints SDL_EncloseFPoints_renamed_SDL_GetRectEnclosingPointsFloat +#define SDL_EnclosePoints SDL_EnclosePoints_renamed_SDL_GetRectEnclosingPoints +#define SDL_FRectEmpty SDL_FRectEmpty_renamed_SDL_RectEmptyFloat +#define SDL_FRectEquals SDL_FRectEquals_renamed_SDL_RectsEqualFloat +#define SDL_FRectEqualsEpsilon SDL_FRectEqualsEpsilon_renamed_SDL_RectsEqualEpsilon +#define SDL_HasIntersection SDL_HasIntersection_renamed_SDL_HasRectIntersection +#define SDL_HasIntersectionF SDL_HasIntersectionF_renamed_SDL_HasRectIntersectionFloat +#define SDL_IntersectFRect SDL_IntersectFRect_renamed_SDL_GetRectIntersectionFloat +#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_renamed_SDL_GetRectAndLineIntersectionFloat +#define SDL_IntersectRect SDL_IntersectRect_renamed_SDL_GetRectIntersection +#define SDL_IntersectRectAndLine SDL_IntersectRectAndLine_renamed_SDL_GetRectAndLineIntersection +#define SDL_PointInFRect SDL_PointInFRect_renamed_SDL_PointInRectFloat +#define SDL_RectEquals SDL_RectEquals_renamed_SDL_RectsEqual +#define SDL_UnionFRect SDL_UnionFRect_renamed_SDL_GetRectUnionFloat +#define SDL_UnionRect SDL_UnionRect_renamed_SDL_GetRectUnion + +/* ##SDL_render.h */ +#define SDL_GetRendererOutputSize SDL_GetRendererOutputSize_renamed_SDL_GetCurrentRenderOutputSize +#define SDL_RenderCopy SDL_RenderCopy_renamed_SDL_RenderTexture +#define SDL_RenderCopyEx SDL_RenderCopyEx_renamed_SDL_RenderTextureRotated +#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotated +#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTexture +#define SDL_RenderDrawLine SDL_RenderDrawLine_renamed_SDL_RenderLine +#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLine +#define SDL_RenderDrawLines SDL_RenderDrawLines_renamed_SDL_RenderLines +#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLines +#define SDL_RenderDrawPoint SDL_RenderDrawPoint_renamed_SDL_RenderPoint +#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPoint +#define SDL_RenderDrawPoints SDL_RenderDrawPoints_renamed_SDL_RenderPoints +#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPoints +#define SDL_RenderDrawRect SDL_RenderDrawRect_renamed_SDL_RenderRect +#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRect +#define SDL_RenderDrawRects SDL_RenderDrawRects_renamed_SDL_RenderRects +#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRects +#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRect +#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRects +#define SDL_RendererFlip SDL_RendererFlip_renamed_SDL_FlipMode +#define SDL_RenderFlush SDL_RenderFlush_renamed_SDL_FlushRenderer +#define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect +#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalPresentation +#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_renamed_SDL_GetRenderMetalCommandEncoder +#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_renamed_SDL_GetRenderMetalLayer +#define SDL_RenderGetScale SDL_RenderGetScale_renamed_SDL_GetRenderScale +#define SDL_RenderGetViewport SDL_RenderGetViewport_renamed_SDL_GetRenderViewport +#define SDL_RenderGetWindow SDL_RenderGetWindow_renamed_SDL_GetRenderWindow +#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_renamed_SDL_RenderClipEnabled +#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_renamed_SDL_RenderCoordinatesToWindow +#define SDL_RenderSetClipRect SDL_RenderSetClipRect_renamed_SDL_SetRenderClipRect +#define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_renamed_SDL_SetRenderLogicalPresentation +#define SDL_RenderSetScale SDL_RenderSetScale_renamed_SDL_SetRenderScale +#define SDL_RenderSetVSync SDL_RenderSetVSync_renamed_SDL_SetRenderVSync +#define SDL_RenderSetViewport SDL_RenderSetViewport_renamed_SDL_SetRenderViewport +#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_renamed_SDL_RenderCoordinatesFromWindow +#define SDL_ScaleModeLinear SDL_ScaleModeLinear_renamed_SDL_SCALEMODE_LINEAR +#define SDL_ScaleModeNearest SDL_ScaleModeNearest_renamed_SDL_SCALEMODE_NEAREST + +/* ##SDL_rwops.h */ +#define RW_SEEK_CUR RW_SEEK_CUR_renamed_SDL_IO_SEEK_CUR +#define RW_SEEK_END RW_SEEK_END_renamed_SDL_IO_SEEK_END +#define RW_SEEK_SET RW_SEEK_SET_renamed_SDL_IO_SEEK_SET +#define SDL_RWFromConstMem SDL_RWFromConstMem_renamed_SDL_IOFromConstMem +#define SDL_RWFromFile SDL_RWFromFile_renamed_SDL_IOFromFile +#define SDL_RWFromMem SDL_RWFromMem_renamed_SDL_IOFromMem +#define SDL_RWclose SDL_RWclose_renamed_SDL_CloseIO +#define SDL_RWops SDL_RWops_renamed_SDL_IOStream +#define SDL_RWread SDL_RWread_renamed_SDL_ReadIO +#define SDL_RWseek SDL_RWseek_renamed_SDL_SeekIO +#define SDL_RWsize SDL_RWsize_renamed_SDL_GetIOSize +#define SDL_RWtell SDL_RWtell_renamed_SDL_TellIO +#define SDL_RWwrite SDL_RWwrite_renamed_SDL_WriteIO +#define SDL_ReadBE16 SDL_ReadBE16_renamed_SDL_ReadU16BE +#define SDL_ReadBE32 SDL_ReadBE32_renamed_SDL_ReadU32BE +#define SDL_ReadBE64 SDL_ReadBE64_renamed_SDL_ReadU64BE +#define SDL_ReadLE16 SDL_ReadLE16_renamed_SDL_ReadU16LE +#define SDL_ReadLE32 SDL_ReadLE32_renamed_SDL_ReadU32LE +#define SDL_ReadLE64 SDL_ReadLE64_renamed_SDL_ReadU64LE +#define SDL_WriteBE16 SDL_WriteBE16_renamed_SDL_WriteU16BE +#define SDL_WriteBE32 SDL_WriteBE32_renamed_SDL_WriteU32BE +#define SDL_WriteBE64 SDL_WriteBE64_renamed_SDL_WriteU64BE +#define SDL_WriteLE16 SDL_WriteLE16_renamed_SDL_WriteU16LE +#define SDL_WriteLE32 SDL_WriteLE32_renamed_SDL_WriteU32LE +#define SDL_WriteLE64 SDL_WriteLE64_renamed_SDL_WriteU64LE + +/* ##SDL_scancode.h */ +#define SDL_NUM_SCANCODES SDL_NUM_SCANCODES_renamed_SDL_SCANCODE_COUNT +#define SDL_SCANCODE_AUDIOFASTFORWARD SDL_SCANCODE_AUDIOFASTFORWARD_renamed_SDL_SCANCODE_MEDIA_FAST_FORWARD +#define SDL_SCANCODE_AUDIOMUTE SDL_SCANCODE_AUDIOMUTE_renamed_SDL_SCANCODE_MUTE +#define SDL_SCANCODE_AUDIONEXT SDL_SCANCODE_AUDIONEXT_renamed_SDL_SCANCODE_MEDIA_NEXT_TRACK +#define SDL_SCANCODE_AUDIOPLAY SDL_SCANCODE_AUDIOPLAY_renamed_SDL_SCANCODE_MEDIA_PLAY +#define SDL_SCANCODE_AUDIOPREV SDL_SCANCODE_AUDIOPREV_renamed_SDL_SCANCODE_MEDIA_PREVIOUS_TRACK +#define SDL_SCANCODE_AUDIOREWIND SDL_SCANCODE_AUDIOREWIND_renamed_SDL_SCANCODE_MEDIA_REWIND +#define SDL_SCANCODE_AUDIOSTOP SDL_SCANCODE_AUDIOSTOP_renamed_SDL_SCANCODE_MEDIA_STOP +#define SDL_SCANCODE_EJECT SDL_SCANCODE_EJECT_renamed_SDL_SCANCODE_MEDIA_EJECT +#define SDL_SCANCODE_MEDIASELECT SDL_SCANCODE_MEDIASELECT_renamed_SDL_SCANCODE_MEDIA_SELECT + +/* ##SDL_sensor.h */ +#define SDL_SensorClose SDL_SensorClose_renamed_SDL_CloseSensor +#define SDL_SensorFromInstanceID SDL_SensorFromInstanceID_renamed_SDL_GetSensorFromID +#define SDL_SensorGetData SDL_SensorGetData_renamed_SDL_GetSensorData +#define SDL_SensorGetInstanceID SDL_SensorGetInstanceID_renamed_SDL_GetSensorID +#define SDL_SensorGetName SDL_SensorGetName_renamed_SDL_GetSensorName +#define SDL_SensorGetNonPortableType SDL_SensorGetNonPortableType_renamed_SDL_GetSensorNonPortableType +#define SDL_SensorGetType SDL_SensorGetType_renamed_SDL_GetSensorType +#define SDL_SensorOpen SDL_SensorOpen_renamed_SDL_OpenSensor +#define SDL_SensorUpdate SDL_SensorUpdate_renamed_SDL_UpdateSensors + +/* ##SDL_stdinc.h */ +#define SDL_FALSE SDL_FALSE_renamed_false +#define SDL_TABLESIZE SDL_TABLESIZE_renamed_SDL_arraysize +#define SDL_TRUE SDL_TRUE_renamed_true +#define SDL_bool SDL_bool_renamed_bool +#define SDL_size_add_overflow SDL_size_add_overflow_renamed_SDL_size_add_check_overflow +#define SDL_size_mul_overflow SDL_size_mul_overflow_renamed_SDL_size_mul_check_overflow +#define SDL_strtokr SDL_strtokr_renamed_SDL_strtok_r + +/* ##SDL_surface.h */ +#define SDL_BlitScaled SDL_BlitScaled_renamed_SDL_BlitSurfaceScaled +#define SDL_ConvertSurfaceFormat SDL_ConvertSurfaceFormat_renamed_SDL_ConvertSurface +#define SDL_FillRect SDL_FillRect_renamed_SDL_FillSurfaceRect +#define SDL_FillRects SDL_FillRects_renamed_SDL_FillSurfaceRects +#define SDL_FreeSurface SDL_FreeSurface_renamed_SDL_DestroySurface +#define SDL_GetClipRect SDL_GetClipRect_renamed_SDL_GetSurfaceClipRect +#define SDL_GetColorKey SDL_GetColorKey_renamed_SDL_GetSurfaceColorKey +#define SDL_HasColorKey SDL_HasColorKey_renamed_SDL_SurfaceHasColorKey +#define SDL_HasSurfaceRLE SDL_HasSurfaceRLE_renamed_SDL_SurfaceHasRLE +#define SDL_LoadBMP_RW SDL_LoadBMP_RW_renamed_SDL_LoadBMP_IO +#define SDL_LowerBlit SDL_LowerBlit_renamed_SDL_BlitSurfaceUnchecked +#define SDL_LowerBlitScaled SDL_LowerBlitScaled_renamed_SDL_BlitSurfaceUncheckedScaled +#define SDL_PREALLOC SDL_PREALLOC_renamed_SDL_SURFACE_PREALLOCATED +#define SDL_SIMD_ALIGNED SDL_SIMD_ALIGNED_renamed_SDL_SURFACE_SIMD_ALIGNED +#define SDL_SaveBMP_RW SDL_SaveBMP_RW_renamed_SDL_SaveBMP_IO +#define SDL_SetClipRect SDL_SetClipRect_renamed_SDL_SetSurfaceClipRect +#define SDL_SetColorKey SDL_SetColorKey_renamed_SDL_SetSurfaceColorKey +#define SDL_UpperBlit SDL_UpperBlit_renamed_SDL_BlitSurface +#define SDL_UpperBlitScaled SDL_UpperBlitScaled_renamed_SDL_BlitSurfaceScaled + +/* ##SDL_system.h */ +#define SDL_AndroidBackButton SDL_AndroidBackButton_renamed_SDL_SendAndroidBackButton +#define SDL_AndroidGetActivity SDL_AndroidGetActivity_renamed_SDL_GetAndroidActivity +#define SDL_AndroidGetExternalStoragePath SDL_AndroidGetExternalStoragePath_renamed_SDL_GetAndroidExternalStoragePath +#define SDL_AndroidGetExternalStorageState SDL_AndroidGetExternalStorageState_renamed_SDL_GetAndroidExternalStorageState +#define SDL_AndroidGetInternalStoragePath SDL_AndroidGetInternalStoragePath_renamed_SDL_GetAndroidInternalStoragePath +#define SDL_AndroidGetJNIEnv SDL_AndroidGetJNIEnv_renamed_SDL_GetAndroidJNIEnv +#define SDL_AndroidRequestPermission SDL_AndroidRequestPermission_renamed_SDL_RequestAndroidPermission +#define SDL_AndroidRequestPermissionCallback SDL_AndroidRequestPermissionCallback_renamed_SDL_RequestAndroidPermissionCallback +#define SDL_AndroidSendMessage SDL_AndroidSendMessage_renamed_SDL_SendAndroidMessage +#define SDL_AndroidShowToast SDL_AndroidShowToast_renamed_SDL_ShowAndroidToast +#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_renamed_SDL_GetDXGIOutputInfo +#define SDL_Direct3D9GetAdapterIndex SDL_Direct3D9GetAdapterIndex_renamed_SDL_GetDirect3D9AdapterIndex +#define SDL_GDKGetDefaultUser SDL_GDKGetDefaultUser_renamed_SDL_GetGDKDefaultUser +#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_renamed_SDL_GetGDKTaskQueue +#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_renamed_SDL_SetLinuxThreadPriority +#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_renamed_SDL_SetLinuxThreadPriorityAndPolicy +#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidBecomeActive_renamed_SDL_OnApplicationDidEnterForeground +#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillResignActive_renamed_SDL_OnApplicationWillEnterBackground +#define SDL_iOSSetAnimationCallback SDL_iOSSetAnimationCallback_renamed_SDL_SetiOSAnimationCallback +#define SDL_iOSSetEventPump SDL_iOSSetEventPump_renamed_SDL_SetiOSEventPump +#define SDL_iPhoneSetAnimationCallback SDL_iPhoneSetAnimationCallback_renamed_SDL_iOSSetAnimationCallback +#define SDL_iPhoneSetEventPump SDL_iPhoneSetEventPump_renamed_SDL_iOSSetEventPump + +/* ##SDL_thread.h */ +#define SDL_SetThreadPriority SDL_SetThreadPriority_renamed_SDL_SetCurrentThreadPriority +#define SDL_TLSCleanup SDL_TLSCleanup_renamed_SDL_CleanupTLS +#define SDL_TLSGet SDL_TLSGet_renamed_SDL_GetTLS +#define SDL_TLSSet SDL_TLSSet_renamed_SDL_SetTLS +#define SDL_threadID SDL_threadID_renamed_SDL_ThreadID + +/* ##SDL_timer.h */ +#define SDL_GetTicks64 SDL_GetTicks64_renamed_SDL_GetTicks + +/* ##SDL_version.h */ +#define SDL_COMPILEDVERSION SDL_COMPILEDVERSION_renamed_SDL_VERSION +#define SDL_PATCHLEVEL SDL_PATCHLEVEL_renamed_SDL_MICRO_VERSION + +/* ##SDL_video.h */ +#define SDL_GL_DeleteContext SDL_GL_DeleteContext_renamed_SDL_GL_DestroyContext +#define SDL_GLattr SDL_GLattr_renamed_SDL_GLAttr +#define SDL_GLcontextFlag SDL_GLcontextFlag_renamed_SDL_GLContextFlag +#define SDL_GLcontextReleaseFlag SDL_GLcontextReleaseFlag_renamed_SDL_GLContextReleaseFlag +#define SDL_GLprofile SDL_GLprofile_renamed_SDL_GLProfile +#define SDL_GetClosestDisplayMode SDL_GetClosestDisplayMode_renamed_SDL_GetClosestFullscreenDisplayMode +#define SDL_GetDisplayOrientation SDL_GetDisplayOrientation_renamed_SDL_GetCurrentDisplayOrientation +#define SDL_GetPointDisplayIndex SDL_GetPointDisplayIndex_renamed_SDL_GetDisplayForPoint +#define SDL_GetRectDisplayIndex SDL_GetRectDisplayIndex_renamed_SDL_GetDisplayForRect +#define SDL_GetWindowDisplayIndex SDL_GetWindowDisplayIndex_renamed_SDL_GetDisplayForWindow +#define SDL_GetWindowDisplayMode SDL_GetWindowDisplayMode_renamed_SDL_GetWindowFullscreenMode +#define SDL_HasWindowSurface SDL_HasWindowSurface_renamed_SDL_WindowHasSurface +#define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_renamed_SDL_ScreenSaverEnabled +#define SDL_SetWindowDisplayMode SDL_SetWindowDisplayMode_renamed_SDL_SetWindowFullscreenMode +#define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_ALLOW_HIGHDPI_renamed_SDL_WINDOW_HIGH_PIXEL_DENSITY +#define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_INPUT_GRABBED_renamed_SDL_WINDOW_MOUSE_GRABBED +#define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_SKIP_TASKBAR_renamed_SDL_WINDOW_UTILITY + +#endif /* SDL_ENABLE_OLD_NAMES */ + +#endif /* SDL_oldnames_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl.h new file mode 100644 index 0000000..d1b8b02 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl.h @@ -0,0 +1,3101 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the OpenGL API headers. + * + * Define NO_SDL_GLEXT if you have your own version of glext.h and want + * to disable the version included in SDL_opengl.h. + */ + +#ifndef SDL_opengl_h_ +#define SDL_opengl_h_ + +#include + +#ifndef SDL_PLATFORM_IOS /* No OpenGL on iOS. */ + +/* + * Mesa 3-D graphics library + * + * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + + +#ifndef __gl_h_ +#define __gl_h_ + +#ifdef USE_MGL_NAMESPACE +#include +#endif + + +/********************************************************************** + * Begin system-specific stuff. + */ + +#if defined(_WIN32) && !defined(__CYGWIN__) +# if (defined(_MSC_VER) || defined(__MINGW32__)) && defined(BUILD_GL32) /* tag specify we're building mesa as a DLL */ +# define GLAPI __declspec(dllexport) +# elif (defined(_MSC_VER) || defined(__MINGW32__)) && defined(_DLL) /* tag specifying we're building for DLL runtime support */ +# define GLAPI __declspec(dllimport) +# else /* for use with static link lib build of Win32 edition only */ +# define GLAPI extern +# endif /* _STATIC_MESA support */ +# if defined(__MINGW32__) && defined(GL_NO_STDCALL) || defined(UNDER_CE) /* The generated DLLs by MingW with STDCALL are not compatible with the ones done by Microsoft's compilers */ +# define GLAPIENTRY +# else +# define GLAPIENTRY __stdcall +# endif +#elif defined(__CYGWIN__) && defined(USE_OPENGL32) /* use native windows opengl32 */ +# define GLAPI extern +# define GLAPIENTRY __stdcall +#elif (defined(__GNUC__) && __GNUC__ >= 4) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590)) +# define GLAPI __attribute__((visibility("default"))) +# define GLAPIENTRY +#endif /* WIN32 && !CYGWIN */ + +/* + * WINDOWS: Include windows.h here to define APIENTRY. + * It is also useful when applications include this file by + * including only glut.h, since glut.h depends on windows.h. + * Applications needing to include windows.h with parms other + * than "WIN32_LEAN_AND_MEAN" may include windows.h before + * glut.h or gl.h. + */ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif +#include +#endif + +#ifndef GLAPI +#define GLAPI extern +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY +#endif + +#ifndef APIENTRY +#define APIENTRY GLAPIENTRY +#endif + +/* "P" suffix to be used for a pointer to a function */ +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifndef GLAPIENTRYP +#define GLAPIENTRYP GLAPIENTRY * +#endif + +#if defined(PRAGMA_EXPORT_SUPPORTED) +#pragma export on +#endif + +/* + * End system-specific stuff. + **********************************************************************/ + + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define GL_VERSION_1_1 1 +#define GL_VERSION_1_2 1 +#define GL_VERSION_1_3 1 +#define GL_ARB_imaging 1 + + +/* + * Datatypes + */ +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef signed char GLbyte; /* 1-byte signed */ +typedef short GLshort; /* 2-byte signed */ +typedef int GLint; /* 4-byte signed */ +typedef unsigned char GLubyte; /* 1-byte unsigned */ +typedef unsigned short GLushort; /* 2-byte unsigned */ +typedef unsigned int GLuint; /* 4-byte unsigned */ +typedef int GLsizei; /* 4-byte signed */ +typedef float GLfloat; /* single precision float */ +typedef float GLclampf; /* single precision float in [0,1] */ +typedef double GLdouble; /* double precision float */ +typedef double GLclampd; /* double precision float in [0,1] */ + + + +/* + * Constants + */ + +/* Boolean values */ +#define GL_FALSE 0 +#define GL_TRUE 1 + +/* Data types */ +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_DOUBLE 0x140A + +/* Primitives */ +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 + +/* Vertex Arrays */ +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D + +/* Matrix Mode */ +#define GL_MATRIX_MODE 0x0BA0 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 + +/* Points */ +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_POINT_SIZE_RANGE 0x0B12 + +/* Lines */ +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_WIDTH_RANGE 0x0B22 + +/* Polygons */ +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 + +/* Display Lists */ +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_LIST_MODE 0x0B30 + +/* Depth buffer */ +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_COMPONENT 0x1902 + +/* Lighting */ +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_SHININESS 0x1601 +#define GL_EMISSION 0x1600 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_SHADE_MODEL 0x0B54 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_NORMALIZE 0x0BA1 + +/* User clipping planes */ +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 + +/* Accumulation buffer */ +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_ACCUM 0x0100 +#define GL_ADD 0x0104 +#define GL_LOAD 0x0101 +#define GL_MULT 0x0103 +#define GL_RETURN 0x0102 + +/* Alpha testing */ +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_ALPHA_TEST_FUNC 0x0BC1 + +/* Blending */ +#define GL_BLEND 0x0BE2 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND_DST 0x0BE0 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 + +/* Render Mode */ +#define GL_FEEDBACK 0x1C01 +#define GL_RENDER 0x1C00 +#define GL_SELECT 0x1C02 + +/* Feedback */ +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 + +/* Selection */ +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 + +/* Fog */ +#define GL_FOG 0x0B60 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_COLOR 0x0B66 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_LINEAR 0x2601 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 + +/* Logic Ops */ +#define GL_LOGIC_OP 0x0BF1 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_CLEAR 0x1500 +#define GL_SET 0x150F +#define GL_COPY 0x1503 +#define GL_COPY_INVERTED 0x150C +#define GL_NOOP 0x1505 +#define GL_INVERT 0x150A +#define GL_AND 0x1501 +#define GL_NAND 0x150E +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_XOR 0x1506 +#define GL_EQUIV 0x1509 +#define GL_AND_REVERSE 0x1502 +#define GL_AND_INVERTED 0x1504 +#define GL_OR_REVERSE 0x150B +#define GL_OR_INVERTED 0x150D + +/* Stencil */ +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_INDEX 0x1901 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 + +/* Buffers, Pixel Drawing/Reading */ +#define GL_NONE 0 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +/*GL_FRONT 0x0404 */ +/*GL_BACK 0x0405 */ +/*GL_FRONT_AND_BACK 0x0408 */ +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_COLOR_INDEX 0x1900 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_ALPHA_BITS 0x0D55 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_INDEX_BITS 0x0D51 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_READ_BUFFER 0x0C02 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_BITMAP 0x1A00 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_DITHER 0x0BD0 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 + +/* Implementation limits */ +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B + +/* Gets */ +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_MODE 0x0C30 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_RENDER_MODE 0x0C40 +#define GL_RGBA_MODE 0x0C31 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_VIEWPORT 0x0BA2 + +/* Evaluators */ +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 + +/* Hints */ +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_FOG_HINT 0x0C54 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 + +/* Scissor box */ +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 + +/* Pixel Mode / Transfer */ +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 + +/* Texture mapping */ +#define GL_TEXTURE_ENV 0x2300 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_LINEAR 0x2400 +#define GL_EYE_PLANE 0x2502 +#define GL_SPHERE_MAP 0x2402 +#define GL_DECAL 0x2101 +#define GL_MODULATE 0x2100 +#define GL_NEAREST 0x2600 +#define GL_REPEAT 0x2901 +#define GL_CLAMP 0x2900 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 + +/* Utility */ +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 + +/* Errors */ +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_OUT_OF_MEMORY 0x0505 + +/* glPush/PopAttrib bits */ +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0x000FFFFF + + +/* OpenGL 1.1 */ +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF + + + +/* + * Miscellaneous + */ + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES +GLAPI void GLAPIENTRY glClearIndex( GLfloat c ); + +GLAPI void GLAPIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); + +GLAPI void GLAPIENTRY glClear( GLbitfield mask ); + +GLAPI void GLAPIENTRY glIndexMask( GLuint mask ); + +GLAPI void GLAPIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); + +GLAPI void GLAPIENTRY glAlphaFunc( GLenum func, GLclampf ref ); + +GLAPI void GLAPIENTRY glBlendFunc( GLenum sfactor, GLenum dfactor ); + +GLAPI void GLAPIENTRY glLogicOp( GLenum opcode ); + +GLAPI void GLAPIENTRY glCullFace( GLenum mode ); + +GLAPI void GLAPIENTRY glFrontFace( GLenum mode ); + +GLAPI void GLAPIENTRY glPointSize( GLfloat size ); + +GLAPI void GLAPIENTRY glLineWidth( GLfloat width ); + +GLAPI void GLAPIENTRY glLineStipple( GLint factor, GLushort pattern ); + +GLAPI void GLAPIENTRY glPolygonMode( GLenum face, GLenum mode ); + +GLAPI void GLAPIENTRY glPolygonOffset( GLfloat factor, GLfloat units ); + +GLAPI void GLAPIENTRY glPolygonStipple( const GLubyte *mask ); + +GLAPI void GLAPIENTRY glGetPolygonStipple( GLubyte *mask ); + +GLAPI void GLAPIENTRY glEdgeFlag( GLboolean flag ); + +GLAPI void GLAPIENTRY glEdgeFlagv( const GLboolean *flag ); + +GLAPI void GLAPIENTRY glScissor( GLint x, GLint y, GLsizei width, GLsizei height); + +GLAPI void GLAPIENTRY glClipPlane( GLenum plane, const GLdouble *equation ); + +GLAPI void GLAPIENTRY glGetClipPlane( GLenum plane, GLdouble *equation ); + +GLAPI void GLAPIENTRY glDrawBuffer( GLenum mode ); + +GLAPI void GLAPIENTRY glReadBuffer( GLenum mode ); + +GLAPI void GLAPIENTRY glEnable( GLenum cap ); + +GLAPI void GLAPIENTRY glDisable( GLenum cap ); + +GLAPI GLboolean GLAPIENTRY glIsEnabled( GLenum cap ); + + +GLAPI void GLAPIENTRY glEnableClientState( GLenum cap ); /* 1.1 */ + +GLAPI void GLAPIENTRY glDisableClientState( GLenum cap ); /* 1.1 */ + + +GLAPI void GLAPIENTRY glGetBooleanv( GLenum pname, GLboolean *params ); + +GLAPI void GLAPIENTRY glGetDoublev( GLenum pname, GLdouble *params ); + +GLAPI void GLAPIENTRY glGetFloatv( GLenum pname, GLfloat *params ); + +GLAPI void GLAPIENTRY glGetIntegerv( GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glPushAttrib( GLbitfield mask ); + +GLAPI void GLAPIENTRY glPopAttrib( void ); + + +GLAPI void GLAPIENTRY glPushClientAttrib( GLbitfield mask ); /* 1.1 */ + +GLAPI void GLAPIENTRY glPopClientAttrib( void ); /* 1.1 */ + + +GLAPI GLint GLAPIENTRY glRenderMode( GLenum mode ); + +GLAPI GLenum GLAPIENTRY glGetError( void ); + +GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name ); + +GLAPI void GLAPIENTRY glFinish( void ); + +GLAPI void GLAPIENTRY glFlush( void ); + +GLAPI void GLAPIENTRY glHint( GLenum target, GLenum mode ); + + +/* + * Depth Buffer + */ + +GLAPI void GLAPIENTRY glClearDepth( GLclampd depth ); + +GLAPI void GLAPIENTRY glDepthFunc( GLenum func ); + +GLAPI void GLAPIENTRY glDepthMask( GLboolean flag ); + +GLAPI void GLAPIENTRY glDepthRange( GLclampd near_val, GLclampd far_val ); + + +/* + * Accumulation Buffer + */ + +GLAPI void GLAPIENTRY glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); + +GLAPI void GLAPIENTRY glAccum( GLenum op, GLfloat value ); + + +/* + * Transformation + */ + +GLAPI void GLAPIENTRY glMatrixMode( GLenum mode ); + +GLAPI void GLAPIENTRY glOrtho( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +GLAPI void GLAPIENTRY glFrustum( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +GLAPI void GLAPIENTRY glViewport( GLint x, GLint y, + GLsizei width, GLsizei height ); + +GLAPI void GLAPIENTRY glPushMatrix( void ); + +GLAPI void GLAPIENTRY glPopMatrix( void ); + +GLAPI void GLAPIENTRY glLoadIdentity( void ); + +GLAPI void GLAPIENTRY glLoadMatrixd( const GLdouble *m ); +GLAPI void GLAPIENTRY glLoadMatrixf( const GLfloat *m ); + +GLAPI void GLAPIENTRY glMultMatrixd( const GLdouble *m ); +GLAPI void GLAPIENTRY glMultMatrixf( const GLfloat *m ); + +GLAPI void GLAPIENTRY glRotated( GLdouble angle, + GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glRotatef( GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ); + +GLAPI void GLAPIENTRY glScaled( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glScalef( GLfloat x, GLfloat y, GLfloat z ); + +GLAPI void GLAPIENTRY glTranslated( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glTranslatef( GLfloat x, GLfloat y, GLfloat z ); + + +/* + * Display Lists + */ + +GLAPI GLboolean GLAPIENTRY glIsList( GLuint list ); + +GLAPI void GLAPIENTRY glDeleteLists( GLuint list, GLsizei range ); + +GLAPI GLuint GLAPIENTRY glGenLists( GLsizei range ); + +GLAPI void GLAPIENTRY glNewList( GLuint list, GLenum mode ); + +GLAPI void GLAPIENTRY glEndList( void ); + +GLAPI void GLAPIENTRY glCallList( GLuint list ); + +GLAPI void GLAPIENTRY glCallLists( GLsizei n, GLenum type, + const GLvoid *lists ); + +GLAPI void GLAPIENTRY glListBase( GLuint base ); + + +/* + * Drawing Functions + */ + +GLAPI void GLAPIENTRY glBegin( GLenum mode ); + +GLAPI void GLAPIENTRY glEnd( void ); + + +GLAPI void GLAPIENTRY glVertex2d( GLdouble x, GLdouble y ); +GLAPI void GLAPIENTRY glVertex2f( GLfloat x, GLfloat y ); +GLAPI void GLAPIENTRY glVertex2i( GLint x, GLint y ); +GLAPI void GLAPIENTRY glVertex2s( GLshort x, GLshort y ); + +GLAPI void GLAPIENTRY glVertex3d( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glVertex3f( GLfloat x, GLfloat y, GLfloat z ); +GLAPI void GLAPIENTRY glVertex3i( GLint x, GLint y, GLint z ); +GLAPI void GLAPIENTRY glVertex3s( GLshort x, GLshort y, GLshort z ); + +GLAPI void GLAPIENTRY glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +GLAPI void GLAPIENTRY glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +GLAPI void GLAPIENTRY glVertex4i( GLint x, GLint y, GLint z, GLint w ); +GLAPI void GLAPIENTRY glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ); + +GLAPI void GLAPIENTRY glVertex2dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glVertex2fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glVertex2iv( const GLint *v ); +GLAPI void GLAPIENTRY glVertex2sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glVertex3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glVertex3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glVertex3iv( const GLint *v ); +GLAPI void GLAPIENTRY glVertex3sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glVertex4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glVertex4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glVertex4iv( const GLint *v ); +GLAPI void GLAPIENTRY glVertex4sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ); +GLAPI void GLAPIENTRY glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ); +GLAPI void GLAPIENTRY glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ); +GLAPI void GLAPIENTRY glNormal3i( GLint nx, GLint ny, GLint nz ); +GLAPI void GLAPIENTRY glNormal3s( GLshort nx, GLshort ny, GLshort nz ); + +GLAPI void GLAPIENTRY glNormal3bv( const GLbyte *v ); +GLAPI void GLAPIENTRY glNormal3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glNormal3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glNormal3iv( const GLint *v ); +GLAPI void GLAPIENTRY glNormal3sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glIndexd( GLdouble c ); +GLAPI void GLAPIENTRY glIndexf( GLfloat c ); +GLAPI void GLAPIENTRY glIndexi( GLint c ); +GLAPI void GLAPIENTRY glIndexs( GLshort c ); +GLAPI void GLAPIENTRY glIndexub( GLubyte c ); /* 1.1 */ + +GLAPI void GLAPIENTRY glIndexdv( const GLdouble *c ); +GLAPI void GLAPIENTRY glIndexfv( const GLfloat *c ); +GLAPI void GLAPIENTRY glIndexiv( const GLint *c ); +GLAPI void GLAPIENTRY glIndexsv( const GLshort *c ); +GLAPI void GLAPIENTRY glIndexubv( const GLubyte *c ); /* 1.1 */ + +GLAPI void GLAPIENTRY glColor3b( GLbyte red, GLbyte green, GLbyte blue ); +GLAPI void GLAPIENTRY glColor3d( GLdouble red, GLdouble green, GLdouble blue ); +GLAPI void GLAPIENTRY glColor3f( GLfloat red, GLfloat green, GLfloat blue ); +GLAPI void GLAPIENTRY glColor3i( GLint red, GLint green, GLint blue ); +GLAPI void GLAPIENTRY glColor3s( GLshort red, GLshort green, GLshort blue ); +GLAPI void GLAPIENTRY glColor3ub( GLubyte red, GLubyte green, GLubyte blue ); +GLAPI void GLAPIENTRY glColor3ui( GLuint red, GLuint green, GLuint blue ); +GLAPI void GLAPIENTRY glColor3us( GLushort red, GLushort green, GLushort blue ); + +GLAPI void GLAPIENTRY glColor4b( GLbyte red, GLbyte green, + GLbyte blue, GLbyte alpha ); +GLAPI void GLAPIENTRY glColor4d( GLdouble red, GLdouble green, + GLdouble blue, GLdouble alpha ); +GLAPI void GLAPIENTRY glColor4f( GLfloat red, GLfloat green, + GLfloat blue, GLfloat alpha ); +GLAPI void GLAPIENTRY glColor4i( GLint red, GLint green, + GLint blue, GLint alpha ); +GLAPI void GLAPIENTRY glColor4s( GLshort red, GLshort green, + GLshort blue, GLshort alpha ); +GLAPI void GLAPIENTRY glColor4ub( GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha ); +GLAPI void GLAPIENTRY glColor4ui( GLuint red, GLuint green, + GLuint blue, GLuint alpha ); +GLAPI void GLAPIENTRY glColor4us( GLushort red, GLushort green, + GLushort blue, GLushort alpha ); + + +GLAPI void GLAPIENTRY glColor3bv( const GLbyte *v ); +GLAPI void GLAPIENTRY glColor3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glColor3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glColor3iv( const GLint *v ); +GLAPI void GLAPIENTRY glColor3sv( const GLshort *v ); +GLAPI void GLAPIENTRY glColor3ubv( const GLubyte *v ); +GLAPI void GLAPIENTRY glColor3uiv( const GLuint *v ); +GLAPI void GLAPIENTRY glColor3usv( const GLushort *v ); + +GLAPI void GLAPIENTRY glColor4bv( const GLbyte *v ); +GLAPI void GLAPIENTRY glColor4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glColor4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glColor4iv( const GLint *v ); +GLAPI void GLAPIENTRY glColor4sv( const GLshort *v ); +GLAPI void GLAPIENTRY glColor4ubv( const GLubyte *v ); +GLAPI void GLAPIENTRY glColor4uiv( const GLuint *v ); +GLAPI void GLAPIENTRY glColor4usv( const GLushort *v ); + + +GLAPI void GLAPIENTRY glTexCoord1d( GLdouble s ); +GLAPI void GLAPIENTRY glTexCoord1f( GLfloat s ); +GLAPI void GLAPIENTRY glTexCoord1i( GLint s ); +GLAPI void GLAPIENTRY glTexCoord1s( GLshort s ); + +GLAPI void GLAPIENTRY glTexCoord2d( GLdouble s, GLdouble t ); +GLAPI void GLAPIENTRY glTexCoord2f( GLfloat s, GLfloat t ); +GLAPI void GLAPIENTRY glTexCoord2i( GLint s, GLint t ); +GLAPI void GLAPIENTRY glTexCoord2s( GLshort s, GLshort t ); + +GLAPI void GLAPIENTRY glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ); +GLAPI void GLAPIENTRY glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ); +GLAPI void GLAPIENTRY glTexCoord3i( GLint s, GLint t, GLint r ); +GLAPI void GLAPIENTRY glTexCoord3s( GLshort s, GLshort t, GLshort r ); + +GLAPI void GLAPIENTRY glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ); +GLAPI void GLAPIENTRY glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); +GLAPI void GLAPIENTRY glTexCoord4i( GLint s, GLint t, GLint r, GLint q ); +GLAPI void GLAPIENTRY glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ); + +GLAPI void GLAPIENTRY glTexCoord1dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord1fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord1iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord1sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glTexCoord2dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord2fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord2iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord2sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glTexCoord3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord3iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord3sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glTexCoord4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord4iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord4sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glRasterPos2d( GLdouble x, GLdouble y ); +GLAPI void GLAPIENTRY glRasterPos2f( GLfloat x, GLfloat y ); +GLAPI void GLAPIENTRY glRasterPos2i( GLint x, GLint y ); +GLAPI void GLAPIENTRY glRasterPos2s( GLshort x, GLshort y ); + +GLAPI void GLAPIENTRY glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ); +GLAPI void GLAPIENTRY glRasterPos3i( GLint x, GLint y, GLint z ); +GLAPI void GLAPIENTRY glRasterPos3s( GLshort x, GLshort y, GLshort z ); + +GLAPI void GLAPIENTRY glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +GLAPI void GLAPIENTRY glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +GLAPI void GLAPIENTRY glRasterPos4i( GLint x, GLint y, GLint z, GLint w ); +GLAPI void GLAPIENTRY glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ); + +GLAPI void GLAPIENTRY glRasterPos2dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glRasterPos2fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glRasterPos2iv( const GLint *v ); +GLAPI void GLAPIENTRY glRasterPos2sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glRasterPos3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glRasterPos3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glRasterPos3iv( const GLint *v ); +GLAPI void GLAPIENTRY glRasterPos3sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glRasterPos4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glRasterPos4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glRasterPos4iv( const GLint *v ); +GLAPI void GLAPIENTRY glRasterPos4sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ); +GLAPI void GLAPIENTRY glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); +GLAPI void GLAPIENTRY glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ); +GLAPI void GLAPIENTRY glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ); + + +GLAPI void GLAPIENTRY glRectdv( const GLdouble *v1, const GLdouble *v2 ); +GLAPI void GLAPIENTRY glRectfv( const GLfloat *v1, const GLfloat *v2 ); +GLAPI void GLAPIENTRY glRectiv( const GLint *v1, const GLint *v2 ); +GLAPI void GLAPIENTRY glRectsv( const GLshort *v1, const GLshort *v2 ); + + +/* + * Vertex Arrays (1.1) + */ + +GLAPI void GLAPIENTRY glVertexPointer( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glNormalPointer( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glColorPointer( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glIndexPointer( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glTexCoordPointer( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glEdgeFlagPointer( GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glGetPointerv( GLenum pname, GLvoid **params ); + +GLAPI void GLAPIENTRY glArrayElement( GLint i ); + +GLAPI void GLAPIENTRY glDrawArrays( GLenum mode, GLint first, GLsizei count ); + +GLAPI void GLAPIENTRY glDrawElements( GLenum mode, GLsizei count, + GLenum type, const GLvoid *indices ); + +GLAPI void GLAPIENTRY glInterleavedArrays( GLenum format, GLsizei stride, + const GLvoid *pointer ); + +/* + * Lighting + */ + +GLAPI void GLAPIENTRY glShadeModel( GLenum mode ); + +GLAPI void GLAPIENTRY glLightf( GLenum light, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glLighti( GLenum light, GLenum pname, GLint param ); +GLAPI void GLAPIENTRY glLightfv( GLenum light, GLenum pname, + const GLfloat *params ); +GLAPI void GLAPIENTRY glLightiv( GLenum light, GLenum pname, + const GLint *params ); + +GLAPI void GLAPIENTRY glGetLightfv( GLenum light, GLenum pname, + GLfloat *params ); +GLAPI void GLAPIENTRY glGetLightiv( GLenum light, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glLightModelf( GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glLightModeli( GLenum pname, GLint param ); +GLAPI void GLAPIENTRY glLightModelfv( GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glLightModeliv( GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glMaterialf( GLenum face, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glMateriali( GLenum face, GLenum pname, GLint param ); +GLAPI void GLAPIENTRY glMaterialfv( GLenum face, GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glMaterialiv( GLenum face, GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetMaterialiv( GLenum face, GLenum pname, GLint *params ); + +GLAPI void GLAPIENTRY glColorMaterial( GLenum face, GLenum mode ); + + +/* + * Raster functions + */ + +GLAPI void GLAPIENTRY glPixelZoom( GLfloat xfactor, GLfloat yfactor ); + +GLAPI void GLAPIENTRY glPixelStoref( GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glPixelStorei( GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glPixelTransferf( GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glPixelTransferi( GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glPixelMapfv( GLenum map, GLsizei mapsize, + const GLfloat *values ); +GLAPI void GLAPIENTRY glPixelMapuiv( GLenum map, GLsizei mapsize, + const GLuint *values ); +GLAPI void GLAPIENTRY glPixelMapusv( GLenum map, GLsizei mapsize, + const GLushort *values ); + +GLAPI void GLAPIENTRY glGetPixelMapfv( GLenum map, GLfloat *values ); +GLAPI void GLAPIENTRY glGetPixelMapuiv( GLenum map, GLuint *values ); +GLAPI void GLAPIENTRY glGetPixelMapusv( GLenum map, GLushort *values ); + +GLAPI void GLAPIENTRY glBitmap( GLsizei width, GLsizei height, + GLfloat xorig, GLfloat yorig, + GLfloat xmove, GLfloat ymove, + const GLubyte *bitmap ); + +GLAPI void GLAPIENTRY glReadPixels( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + GLvoid *pixels ); + +GLAPI void GLAPIENTRY glDrawPixels( GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glCopyPixels( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum type ); + +/* + * Stenciling + */ + +GLAPI void GLAPIENTRY glStencilFunc( GLenum func, GLint ref, GLuint mask ); + +GLAPI void GLAPIENTRY glStencilMask( GLuint mask ); + +GLAPI void GLAPIENTRY glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ); + +GLAPI void GLAPIENTRY glClearStencil( GLint s ); + + + +/* + * Texture mapping + */ + +GLAPI void GLAPIENTRY glTexGend( GLenum coord, GLenum pname, GLdouble param ); +GLAPI void GLAPIENTRY glTexGenf( GLenum coord, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glTexGeni( GLenum coord, GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glTexGendv( GLenum coord, GLenum pname, const GLdouble *params ); +GLAPI void GLAPIENTRY glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glTexGeniv( GLenum coord, GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params ); +GLAPI void GLAPIENTRY glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetTexGeniv( GLenum coord, GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glTexEnvf( GLenum target, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glTexEnvi( GLenum target, GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glTexEnviv( GLenum target, GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetTexEnviv( GLenum target, GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glTexParameterf( GLenum target, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glTexParameteri( GLenum target, GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glTexParameterfv( GLenum target, GLenum pname, + const GLfloat *params ); +GLAPI void GLAPIENTRY glTexParameteriv( GLenum target, GLenum pname, + const GLint *params ); + +GLAPI void GLAPIENTRY glGetTexParameterfv( GLenum target, + GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetTexParameteriv( GLenum target, + GLenum pname, GLint *params ); + +GLAPI void GLAPIENTRY glGetTexLevelParameterfv( GLenum target, GLint level, + GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetTexLevelParameteriv( GLenum target, GLint level, + GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glTexImage1D( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glTexImage2D( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLint border, GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glGetTexImage( GLenum target, GLint level, + GLenum format, GLenum type, + GLvoid *pixels ); + + +/* 1.1 functions */ + +GLAPI void GLAPIENTRY glGenTextures( GLsizei n, GLuint *textures ); + +GLAPI void GLAPIENTRY glDeleteTextures( GLsizei n, const GLuint *textures); + +GLAPI void GLAPIENTRY glBindTexture( GLenum target, GLuint texture ); + +GLAPI void GLAPIENTRY glPrioritizeTextures( GLsizei n, + const GLuint *textures, + const GLclampf *priorities ); + +GLAPI GLboolean GLAPIENTRY glAreTexturesResident( GLsizei n, + const GLuint *textures, + GLboolean *residences ); + +GLAPI GLboolean GLAPIENTRY glIsTexture( GLuint texture ); + + +GLAPI void GLAPIENTRY glTexSubImage1D( GLenum target, GLint level, + GLint xoffset, + GLsizei width, GLenum format, + GLenum type, const GLvoid *pixels ); + + +GLAPI void GLAPIENTRY glTexSubImage2D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + + +GLAPI void GLAPIENTRY glCopyTexImage1D( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLint border ); + + +GLAPI void GLAPIENTRY glCopyTexImage2D( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLsizei height, + GLint border ); + + +GLAPI void GLAPIENTRY glCopyTexSubImage1D( GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, + GLsizei width ); + + +GLAPI void GLAPIENTRY glCopyTexSubImage2D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, + GLsizei width, GLsizei height ); + + +/* + * Evaluators + */ + +GLAPI void GLAPIENTRY glMap1d( GLenum target, GLdouble u1, GLdouble u2, + GLint stride, + GLint order, const GLdouble *points ); +GLAPI void GLAPIENTRY glMap1f( GLenum target, GLfloat u1, GLfloat u2, + GLint stride, + GLint order, const GLfloat *points ); + +GLAPI void GLAPIENTRY glMap2d( GLenum target, + GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, + GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, + const GLdouble *points ); +GLAPI void GLAPIENTRY glMap2f( GLenum target, + GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, + GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, + const GLfloat *points ); + +GLAPI void GLAPIENTRY glGetMapdv( GLenum target, GLenum query, GLdouble *v ); +GLAPI void GLAPIENTRY glGetMapfv( GLenum target, GLenum query, GLfloat *v ); +GLAPI void GLAPIENTRY glGetMapiv( GLenum target, GLenum query, GLint *v ); + +GLAPI void GLAPIENTRY glEvalCoord1d( GLdouble u ); +GLAPI void GLAPIENTRY glEvalCoord1f( GLfloat u ); + +GLAPI void GLAPIENTRY glEvalCoord1dv( const GLdouble *u ); +GLAPI void GLAPIENTRY glEvalCoord1fv( const GLfloat *u ); + +GLAPI void GLAPIENTRY glEvalCoord2d( GLdouble u, GLdouble v ); +GLAPI void GLAPIENTRY glEvalCoord2f( GLfloat u, GLfloat v ); + +GLAPI void GLAPIENTRY glEvalCoord2dv( const GLdouble *u ); +GLAPI void GLAPIENTRY glEvalCoord2fv( const GLfloat *u ); + +GLAPI void GLAPIENTRY glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ); +GLAPI void GLAPIENTRY glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ); + +GLAPI void GLAPIENTRY glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, + GLint vn, GLdouble v1, GLdouble v2 ); +GLAPI void GLAPIENTRY glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, + GLint vn, GLfloat v1, GLfloat v2 ); + +GLAPI void GLAPIENTRY glEvalPoint1( GLint i ); + +GLAPI void GLAPIENTRY glEvalPoint2( GLint i, GLint j ); + +GLAPI void GLAPIENTRY glEvalMesh1( GLenum mode, GLint i1, GLint i2 ); + +GLAPI void GLAPIENTRY glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); + + +/* + * Fog + */ + +GLAPI void GLAPIENTRY glFogf( GLenum pname, GLfloat param ); + +GLAPI void GLAPIENTRY glFogi( GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glFogfv( GLenum pname, const GLfloat *params ); + +GLAPI void GLAPIENTRY glFogiv( GLenum pname, const GLint *params ); + + +/* + * Selection and Feedback + */ + +GLAPI void GLAPIENTRY glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ); + +GLAPI void GLAPIENTRY glPassThrough( GLfloat token ); + +GLAPI void GLAPIENTRY glSelectBuffer( GLsizei size, GLuint *buffer ); + +GLAPI void GLAPIENTRY glInitNames( void ); + +GLAPI void GLAPIENTRY glLoadName( GLuint name ); + +GLAPI void GLAPIENTRY glPushName( GLuint name ); + +GLAPI void GLAPIENTRY glPopName( void ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLCLEARINDEXPROC) ( GLfloat c ); + +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) ( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); + +typedef void (APIENTRYP PFNGLCLEARPROC) ( GLbitfield mask ); + +typedef void (APIENTRYP PFNGLINDEXMASKPROC) ( GLuint mask ); + +typedef void (APIENTRYP PFNGLCOLORMASKPROC) ( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); + +typedef void (APIENTRYP PFNGLALPHAFUNCPROC) ( GLenum func, GLclampf ref ); + +typedef void (APIENTRYP PFNGLBLENDFUNCPROC) ( GLenum sfactor, GLenum dfactor ); + +typedef void (APIENTRYP PFNGLLOGICOPPROC) ( GLenum opcode ); + +typedef void (APIENTRYP PFNGLCULLFACEPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLFRONTFACEPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLPOINTSIZEPROC) ( GLfloat size ); + +typedef void (APIENTRYP PFNGLLINEWIDTHPROC) ( GLfloat width ); + +typedef void (APIENTRYP PFNGLLINESTIPPLEPROC) ( GLint factor, GLushort pattern ); + +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) ( GLenum face, GLenum mode ); + +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC) ( GLfloat factor, GLfloat units ); + +typedef void (APIENTRYP PFNGLPOLYGONSTIPPLEPROC) ( const GLubyte *mask ); + +typedef void (APIENTRYP PFNGLGETPOLYGONSTIPPLEPROC) ( GLubyte *mask ); + +typedef void (APIENTRYP PFNGLEDGEFLAGPROC) ( GLboolean flag ); + +typedef void (APIENTRYP PFNGLEDGEFLAGVPROC) ( const GLboolean *flag ); + +typedef void (APIENTRYP PFNGLSCISSORPROC) ( GLint x, GLint y, GLsizei width, GLsizei height); + +typedef void (APIENTRYP PFNGLCLIPPLANEPROC) ( GLenum plane, const GLdouble *equation ); + +typedef void (APIENTRYP PFNGLGETCLIPPLANEPROC) ( GLenum plane, GLdouble *equation ); + +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLREADBUFFERPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLENABLEPROC) ( GLenum cap ); + +typedef void (APIENTRYP PFNGLDISABLEPROC) ( GLenum cap ); + +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) ( GLenum cap ); + + +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC) ( GLenum cap ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC) ( GLenum cap ); /* 1.1 */ + + +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC) ( GLenum pname, GLboolean *params ); + +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC) ( GLenum pname, GLdouble *params ); + +typedef void (APIENTRYP PFNGLGETFLOATVPROC) ( GLenum pname, GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) ( GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLPUSHATTRIBPROC) ( GLbitfield mask ); + +typedef void (APIENTRYP PFNGLPOPATTRIBPROC) ( void ); + + +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC) ( GLbitfield mask ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC) ( void ); /* 1.1 */ + + +typedef GLint (APIENTRYP PFNGLRENDERMODEPROC) ( GLenum mode ); + +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) ( void ); + +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) ( GLenum name ); + +typedef void (APIENTRYP PFNGLFINISHPROC) ( void ); + +typedef void (APIENTRYP PFNGLFLUSHPROC) ( void ); + +typedef void (APIENTRYP PFNGLHINTPROC) ( GLenum target, GLenum mode ); + + +/* + * Depth Buffer + */ + +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC) ( GLclampd depth ); + +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC) ( GLenum func ); + +typedef void (APIENTRYP PFNGLDEPTHMASKPROC) ( GLboolean flag ); + +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC) ( GLclampd near_val, GLclampd far_val ); + + +/* + * Accumulation Buffer + */ + +typedef void (APIENTRYP PFNGLCLEARACCUMPROC) ( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); + +typedef void (APIENTRYP PFNGLACCUMPROC) ( GLenum op, GLfloat value ); + + +/* + * Transformation + */ + +typedef void (APIENTRYP PFNGLMATRIXMODEPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLORTHOPROC) ( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +typedef void (APIENTRYP PFNGLFRUSTUMPROC) ( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +typedef void (APIENTRYP PFNGLVIEWPORTPROC) ( GLint x, GLint y, + GLsizei width, GLsizei height ); + +typedef void (APIENTRYP PFNGLPUSHMATRIXPROC) ( void ); + +typedef void (APIENTRYP PFNGLPOPMATRIXPROC) ( void ); + +typedef void (APIENTRYP PFNGLLOADIDENTITYPROC) ( void ); + +typedef void (APIENTRYP PFNGLLOADMATRIXDPROC) ( const GLdouble *m ); +typedef void (APIENTRYP PFNGLLOADMATRIXFPROC) ( const GLfloat *m ); + +typedef void (APIENTRYP PFNGLMULTMATRIXDPROC) ( const GLdouble *m ); +typedef void (APIENTRYP PFNGLMULTMATRIXFPROC) ( const GLfloat *m ); + +typedef void (APIENTRYP PFNGLROTATEDPROC) ( GLdouble angle, + GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLROTATEFPROC) ( GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ); + +typedef void (APIENTRYP PFNGLSCALEDPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLSCALEFPROC) ( GLfloat x, GLfloat y, GLfloat z ); + +typedef void (APIENTRYP PFNGLTRANSLATEDPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLTRANSLATEFPROC) ( GLfloat x, GLfloat y, GLfloat z ); + + +/* + * Display Lists + */ + +typedef GLboolean (APIENTRYP PFNGLISLISTPROC) ( GLuint list ); + +typedef void (APIENTRYP PFNGLDELETELISTSPROC) ( GLuint list, GLsizei range ); + +typedef GLuint (APIENTRYP PFNGLGENLISTSPROC) ( GLsizei range ); + +typedef void (APIENTRYP PFNGLNEWLISTPROC) ( GLuint list, GLenum mode ); + +typedef void (APIENTRYP PFNGLENDLISTPROC) ( void ); + +typedef void (APIENTRYP PFNGLCALLLISTPROC) ( GLuint list ); + +typedef void (APIENTRYP PFNGLCALLLISTSPROC) ( GLsizei n, GLenum type, + const GLvoid *lists ); + +typedef void (APIENTRYP PFNGLLISTBASEPROC) ( GLuint base ); + + +/* + * Drawing Functions + */ + +typedef void (APIENTRYP PFNGLBEGINPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLENDPROC) ( void ); + + +typedef void (APIENTRYP PFNGLVERTEX2DPROC) ( GLdouble x, GLdouble y ); +typedef void (APIENTRYP PFNGLVERTEX2FPROC) ( GLfloat x, GLfloat y ); +typedef void (APIENTRYP PFNGLVERTEX2IPROC) ( GLint x, GLint y ); +typedef void (APIENTRYP PFNGLVERTEX2SPROC) ( GLshort x, GLshort y ); + +typedef void (APIENTRYP PFNGLVERTEX3DPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLVERTEX3FPROC) ( GLfloat x, GLfloat y, GLfloat z ); +typedef void (APIENTRYP PFNGLVERTEX3IPROC) ( GLint x, GLint y, GLint z ); +typedef void (APIENTRYP PFNGLVERTEX3SPROC) ( GLshort x, GLshort y, GLshort z ); + +typedef void (APIENTRYP PFNGLVERTEX4DPROC) ( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +typedef void (APIENTRYP PFNGLVERTEX4FPROC) ( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +typedef void (APIENTRYP PFNGLVERTEX4IPROC) ( GLint x, GLint y, GLint z, GLint w ); +typedef void (APIENTRYP PFNGLVERTEX4SPROC) ( GLshort x, GLshort y, GLshort z, GLshort w ); + +typedef void (APIENTRYP PFNGLVERTEX2DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLVERTEX2FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLVERTEX2IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLVERTEX2SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLVERTEX3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLVERTEX3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLVERTEX3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLVERTEX3SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLVERTEX4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLVERTEX4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLVERTEX4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLVERTEX4SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLNORMAL3BPROC) ( GLbyte nx, GLbyte ny, GLbyte nz ); +typedef void (APIENTRYP PFNGLNORMAL3DPROC) ( GLdouble nx, GLdouble ny, GLdouble nz ); +typedef void (APIENTRYP PFNGLNORMAL3FPROC) ( GLfloat nx, GLfloat ny, GLfloat nz ); +typedef void (APIENTRYP PFNGLNORMAL3IPROC) ( GLint nx, GLint ny, GLint nz ); +typedef void (APIENTRYP PFNGLNORMAL3SPROC) ( GLshort nx, GLshort ny, GLshort nz ); + +typedef void (APIENTRYP PFNGLNORMAL3BVPROC) ( const GLbyte *v ); +typedef void (APIENTRYP PFNGLNORMAL3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLNORMAL3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLNORMAL3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLNORMAL3SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLINDEXDPROC) ( GLdouble c ); +typedef void (APIENTRYP PFNGLINDEXFPROC) ( GLfloat c ); +typedef void (APIENTRYP PFNGLINDEXIPROC) ( GLint c ); +typedef void (APIENTRYP PFNGLINDEXSPROC) ( GLshort c ); +typedef void (APIENTRYP PFNGLINDEXUBPROC) ( GLubyte c ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLINDEXDVPROC) ( const GLdouble *c ); +typedef void (APIENTRYP PFNGLINDEXFVPROC) ( const GLfloat *c ); +typedef void (APIENTRYP PFNGLINDEXIVPROC) ( const GLint *c ); +typedef void (APIENTRYP PFNGLINDEXSVPROC) ( const GLshort *c ); +typedef void (APIENTRYP PFNGLINDEXUBVPROC) ( const GLubyte *c ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLCOLOR3BPROC) ( GLbyte red, GLbyte green, GLbyte blue ); +typedef void (APIENTRYP PFNGLCOLOR3DPROC) ( GLdouble red, GLdouble green, GLdouble blue ); +typedef void (APIENTRYP PFNGLCOLOR3FPROC) ( GLfloat red, GLfloat green, GLfloat blue ); +typedef void (APIENTRYP PFNGLCOLOR3IPROC) ( GLint red, GLint green, GLint blue ); +typedef void (APIENTRYP PFNGLCOLOR3SPROC) ( GLshort red, GLshort green, GLshort blue ); +typedef void (APIENTRYP PFNGLCOLOR3UBPROC) ( GLubyte red, GLubyte green, GLubyte blue ); +typedef void (APIENTRYP PFNGLCOLOR3UIPROC) ( GLuint red, GLuint green, GLuint blue ); +typedef void (APIENTRYP PFNGLCOLOR3USPROC) ( GLushort red, GLushort green, GLushort blue ); + +typedef void (APIENTRYP PFNGLCOLOR4BPROC) ( GLbyte red, GLbyte green, + GLbyte blue, GLbyte alpha ); +typedef void (APIENTRYP PFNGLCOLOR4DPROC) ( GLdouble red, GLdouble green, + GLdouble blue, GLdouble alpha ); +typedef void (APIENTRYP PFNGLCOLOR4FPROC) ( GLfloat red, GLfloat green, + GLfloat blue, GLfloat alpha ); +typedef void (APIENTRYP PFNGLCOLOR4IPROC) ( GLint red, GLint green, + GLint blue, GLint alpha ); +typedef void (APIENTRYP PFNGLCOLOR4SPROC) ( GLshort red, GLshort green, + GLshort blue, GLshort alpha ); +typedef void (APIENTRYP PFNGLCOLOR4UBPROC) ( GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha ); +typedef void (APIENTRYP PFNGLCOLOR4UIPROC) ( GLuint red, GLuint green, + GLuint blue, GLuint alpha ); +typedef void (APIENTRYP PFNGLCOLOR4USPROC) ( GLushort red, GLushort green, + GLushort blue, GLushort alpha ); + + +typedef void (APIENTRYP PFNGLCOLOR3BVPROC) ( const GLbyte *v ); +typedef void (APIENTRYP PFNGLCOLOR3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLCOLOR3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLCOLOR3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLCOLOR3SVPROC) ( const GLshort *v ); +typedef void (APIENTRYP PFNGLCOLOR3UBVPROC) ( const GLubyte *v ); +typedef void (APIENTRYP PFNGLCOLOR3UIVPROC) ( const GLuint *v ); +typedef void (APIENTRYP PFNGLCOLOR3USVPROC) ( const GLushort *v ); + +typedef void (APIENTRYP PFNGLCOLOR4BVPROC) ( const GLbyte *v ); +typedef void (APIENTRYP PFNGLCOLOR4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLCOLOR4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLCOLOR4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLCOLOR4SVPROC) ( const GLshort *v ); +typedef void (APIENTRYP PFNGLCOLOR4UBVPROC) ( const GLubyte *v ); +typedef void (APIENTRYP PFNGLCOLOR4UIVPROC) ( const GLuint *v ); +typedef void (APIENTRYP PFNGLCOLOR4USVPROC) ( const GLushort *v ); + + +typedef void (APIENTRYP PFNGLTEXCOORD1DPROC) ( GLdouble s ); +typedef void (APIENTRYP PFNGLTEXCOORD1FPROC) ( GLfloat s ); +typedef void (APIENTRYP PFNGLTEXCOORD1IPROC) ( GLint s ); +typedef void (APIENTRYP PFNGLTEXCOORD1SPROC) ( GLshort s ); + +typedef void (APIENTRYP PFNGLTEXCOORD2DPROC) ( GLdouble s, GLdouble t ); +typedef void (APIENTRYP PFNGLTEXCOORD2FPROC) ( GLfloat s, GLfloat t ); +typedef void (APIENTRYP PFNGLTEXCOORD2IPROC) ( GLint s, GLint t ); +typedef void (APIENTRYP PFNGLTEXCOORD2SPROC) ( GLshort s, GLshort t ); + +typedef void (APIENTRYP PFNGLTEXCOORD3DPROC) ( GLdouble s, GLdouble t, GLdouble r ); +typedef void (APIENTRYP PFNGLTEXCOORD3FPROC) ( GLfloat s, GLfloat t, GLfloat r ); +typedef void (APIENTRYP PFNGLTEXCOORD3IPROC) ( GLint s, GLint t, GLint r ); +typedef void (APIENTRYP PFNGLTEXCOORD3SPROC) ( GLshort s, GLshort t, GLshort r ); + +typedef void (APIENTRYP PFNGLTEXCOORD4DPROC) ( GLdouble s, GLdouble t, GLdouble r, GLdouble q ); +typedef void (APIENTRYP PFNGLTEXCOORD4FPROC) ( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); +typedef void (APIENTRYP PFNGLTEXCOORD4IPROC) ( GLint s, GLint t, GLint r, GLint q ); +typedef void (APIENTRYP PFNGLTEXCOORD4SPROC) ( GLshort s, GLshort t, GLshort r, GLshort q ); + +typedef void (APIENTRYP PFNGLTEXCOORD1DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD1FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD1IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD1SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLTEXCOORD2DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD2FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD2IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD3SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLTEXCOORD4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD4SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLRASTERPOS2DPROC) ( GLdouble x, GLdouble y ); +typedef void (APIENTRYP PFNGLRASTERPOS2FPROC) ( GLfloat x, GLfloat y ); +typedef void (APIENTRYP PFNGLRASTERPOS2IPROC) ( GLint x, GLint y ); +typedef void (APIENTRYP PFNGLRASTERPOS2SPROC) ( GLshort x, GLshort y ); + +typedef void (APIENTRYP PFNGLRASTERPOS3DPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLRASTERPOS3FPROC) ( GLfloat x, GLfloat y, GLfloat z ); +typedef void (APIENTRYP PFNGLRASTERPOS3IPROC) ( GLint x, GLint y, GLint z ); +typedef void (APIENTRYP PFNGLRASTERPOS3SPROC) ( GLshort x, GLshort y, GLshort z ); + +typedef void (APIENTRYP PFNGLRASTERPOS4DPROC) ( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +typedef void (APIENTRYP PFNGLRASTERPOS4FPROC) ( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +typedef void (APIENTRYP PFNGLRASTERPOS4IPROC) ( GLint x, GLint y, GLint z, GLint w ); +typedef void (APIENTRYP PFNGLRASTERPOS4SPROC) ( GLshort x, GLshort y, GLshort z, GLshort w ); + +typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLRASTERPOS3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLRASTERPOS3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLRASTERPOS3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLRASTERPOS4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLRASTERPOS4SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLRECTDPROC) ( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ); +typedef void (APIENTRYP PFNGLRECTFPROC) ( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); +typedef void (APIENTRYP PFNGLRECTIPROC) ( GLint x1, GLint y1, GLint x2, GLint y2 ); +typedef void (APIENTRYP PFNGLRECTSPROC) ( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ); + + +typedef void (APIENTRYP PFNGLRECTDVPROC) ( const GLdouble *v1, const GLdouble *v2 ); +typedef void (APIENTRYP PFNGLRECTFVPROC) ( const GLfloat *v1, const GLfloat *v2 ); +typedef void (APIENTRYP PFNGLRECTIVPROC) ( const GLint *v1, const GLint *v2 ); +typedef void (APIENTRYP PFNGLRECTSVPROC) ( const GLshort *v1, const GLshort *v2 ); + + +/* + * Vertex Arrays (1.1) + */ + +typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC) ( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLNORMALPOINTERPROC) ( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLCOLORPOINTERPROC) ( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLINDEXPOINTERPROC) ( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC) ( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC) ( GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLGETPOINTERVPROC) ( GLenum pname, GLvoid **params ); + +typedef void (APIENTRYP PFNGLARRAYELEMENTPROC) ( GLint i ); + +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC) ( GLenum mode, GLint first, GLsizei count ); + +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) ( GLenum mode, GLsizei count, + GLenum type, const GLvoid *indices ); + +typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC) ( GLenum format, GLsizei stride, + const GLvoid *pointer ); + +/* + * Lighting + */ + +typedef void (APIENTRYP PFNGLSHADEMODELPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLLIGHTFPROC) ( GLenum light, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLLIGHTIPROC) ( GLenum light, GLenum pname, GLint param ); +typedef void (APIENTRYP PFNGLLIGHTFVPROC) ( GLenum light, GLenum pname, + const GLfloat *params ); +typedef void (APIENTRYP PFNGLLIGHTIVPROC) ( GLenum light, GLenum pname, + const GLint *params ); + +typedef void (APIENTRYP PFNGLGETLIGHTFVPROC) ( GLenum light, GLenum pname, + GLfloat *params ); +typedef void (APIENTRYP PFNGLGETLIGHTIVPROC) ( GLenum light, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLLIGHTMODELFPROC) ( GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLLIGHTMODELIPROC) ( GLenum pname, GLint param ); +typedef void (APIENTRYP PFNGLLIGHTMODELFVPROC) ( GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLLIGHTMODELIVPROC) ( GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLMATERIALFPROC) ( GLenum face, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLMATERIALIPROC) ( GLenum face, GLenum pname, GLint param ); +typedef void (APIENTRYP PFNGLMATERIALFVPROC) ( GLenum face, GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLMATERIALIVPROC) ( GLenum face, GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLGETMATERIALFVPROC) ( GLenum face, GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETMATERIALIVPROC) ( GLenum face, GLenum pname, GLint *params ); + +typedef void (APIENTRYP PFNGLCOLORMATERIALPROC) ( GLenum face, GLenum mode ); + + +/* + * Raster functions + */ + +typedef void (APIENTRYP PFNGLPIXELZOOMPROC) ( GLfloat xfactor, GLfloat yfactor ); + +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC) ( GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) ( GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLPIXELTRANSFERFPROC) ( GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLPIXELTRANSFERIPROC) ( GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLPIXELMAPFVPROC) ( GLenum map, GLsizei mapsize, + const GLfloat *values ); +typedef void (APIENTRYP PFNGLPIXELMAPUIVPROC) ( GLenum map, GLsizei mapsize, + const GLuint *values ); +typedef void (APIENTRYP PFNGLPIXELMAPUSVPROC) ( GLenum map, GLsizei mapsize, + const GLushort *values ); + +typedef void (APIENTRYP PFNGLGETPIXELMAPFVPROC) ( GLenum map, GLfloat *values ); +typedef void (APIENTRYP PFNGLGETPIXELMAPUIVPROC) ( GLenum map, GLuint *values ); +typedef void (APIENTRYP PFNGLGETPIXELMAPUSVPROC) ( GLenum map, GLushort *values ); + +typedef void (APIENTRYP PFNGLBITMAPPROC) ( GLsizei width, GLsizei height, + GLfloat xorig, GLfloat yorig, + GLfloat xmove, GLfloat ymove, + const GLubyte *bitmap ); + +typedef void (APIENTRYP PFNGLREADPIXELSPROC) ( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLDRAWPIXELSPROC) ( GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLCOPYPIXELSPROC) ( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum type ); + +/* + * Stenciling + */ + +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC) ( GLenum func, GLint ref, GLuint mask ); + +typedef void (APIENTRYP PFNGLSTENCILMASKPROC) ( GLuint mask ); + +typedef void (APIENTRYP PFNGLSTENCILOPPROC) ( GLenum fail, GLenum zfail, GLenum zpass ); + +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC) ( GLint s ); + + + +/* + * Texture mapping + */ + +typedef void (APIENTRYP PFNGLTEXGENDPROC) ( GLenum coord, GLenum pname, GLdouble param ); +typedef void (APIENTRYP PFNGLTEXGENFPROC) ( GLenum coord, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLTEXGENIPROC) ( GLenum coord, GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLTEXGENDVPROC) ( GLenum coord, GLenum pname, const GLdouble *params ); +typedef void (APIENTRYP PFNGLTEXGENFVPROC) ( GLenum coord, GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLTEXGENIVPROC) ( GLenum coord, GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXGENDVPROC) ( GLenum coord, GLenum pname, GLdouble *params ); +typedef void (APIENTRYP PFNGLGETTEXGENFVPROC) ( GLenum coord, GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETTEXGENIVPROC) ( GLenum coord, GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLTEXENVFPROC) ( GLenum target, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLTEXENVIPROC) ( GLenum target, GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLTEXENVFVPROC) ( GLenum target, GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLTEXENVIVPROC) ( GLenum target, GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXENVFVPROC) ( GLenum target, GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETTEXENVIVPROC) ( GLenum target, GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC) ( GLenum target, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) ( GLenum target, GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC) ( GLenum target, GLenum pname, + const GLfloat *params ); +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC) ( GLenum target, GLenum pname, + const GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC) ( GLenum target, + GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC) ( GLenum target, + GLenum pname, GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC) ( GLenum target, GLint level, + GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC) ( GLenum target, GLint level, + GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC) ( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) ( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLint border, GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC) ( GLenum target, GLint level, + GLenum format, GLenum type, + GLvoid *pixels ); + + +/* 1.1 functions */ + +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) ( GLsizei n, GLuint *textures ); + +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) ( GLsizei n, const GLuint *textures); + +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) ( GLenum target, GLuint texture ); + +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC) ( GLsizei n, + const GLuint *textures, + const GLclampf *priorities ); + +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC) ( GLsizei n, + const GLuint *textures, + GLboolean *residences ); + +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC) ( GLuint texture ); + + +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC) ( GLenum target, GLint level, + GLint xoffset, + GLsizei width, GLenum format, + GLenum type, const GLvoid *pixels ); + + +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + + +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC) ( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLint border ); + + +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) ( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLsizei height, + GLint border ); + + +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, + GLsizei width ); + + +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, + GLsizei width, GLsizei height ); + + +/* + * Evaluators + */ + +typedef void (APIENTRYP PFNGLMAP1DPROC) ( GLenum target, GLdouble u1, GLdouble u2, + GLint stride, + GLint order, const GLdouble *points ); +typedef void (APIENTRYP PFNGLMAP1FPROC) ( GLenum target, GLfloat u1, GLfloat u2, + GLint stride, + GLint order, const GLfloat *points ); + +typedef void (APIENTRYP PFNGLMAP2DPROC) ( GLenum target, + GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, + GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, + const GLdouble *points ); +typedef void (APIENTRYP PFNGLMAP2FPROC) ( GLenum target, + GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, + GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, + const GLfloat *points ); + +typedef void (APIENTRYP PFNGLGETMAPDVPROC) ( GLenum target, GLenum query, GLdouble *v ); +typedef void (APIENTRYP PFNGLGETMAPFVPROC) ( GLenum target, GLenum query, GLfloat *v ); +typedef void (APIENTRYP PFNGLGETMAPIVPROC) ( GLenum target, GLenum query, GLint *v ); + +typedef void (APIENTRYP PFNGLEVALCOORD1DPROC) ( GLdouble u ); +typedef void (APIENTRYP PFNGLEVALCOORD1FPROC) ( GLfloat u ); + +typedef void (APIENTRYP PFNGLEVALCOORD1DVPROC) ( const GLdouble *u ); +typedef void (APIENTRYP PFNGLEVALCOORD1FVPROC) ( const GLfloat *u ); + +typedef void (APIENTRYP PFNGLEVALCOORD2DPROC) ( GLdouble u, GLdouble v ); +typedef void (APIENTRYP PFNGLEVALCOORD2FPROC) ( GLfloat u, GLfloat v ); + +typedef void (APIENTRYP PFNGLEVALCOORD2DVPROC) ( const GLdouble *u ); +typedef void (APIENTRYP PFNGLEVALCOORD2FVPROC) ( const GLfloat *u ); + +typedef void (APIENTRYP PFNGLMAPGRID1DPROC) ( GLint un, GLdouble u1, GLdouble u2 ); +typedef void (APIENTRYP PFNGLMAPGRID1FPROC) ( GLint un, GLfloat u1, GLfloat u2 ); + +typedef void (APIENTRYP PFNGLMAPGRID2DPROC) ( GLint un, GLdouble u1, GLdouble u2, + GLint vn, GLdouble v1, GLdouble v2 ); +typedef void (APIENTRYP PFNGLMAPGRID2FPROC) ( GLint un, GLfloat u1, GLfloat u2, + GLint vn, GLfloat v1, GLfloat v2 ); + +typedef void (APIENTRYP PFNGLEVALPOINT1PROC) ( GLint i ); + +typedef void (APIENTRYP PFNGLEVALPOINT2PROC) ( GLint i, GLint j ); + +typedef void (APIENTRYP PFNGLEVALMESH1PROC) ( GLenum mode, GLint i1, GLint i2 ); + +typedef void (APIENTRYP PFNGLEVALMESH2PROC) ( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); + + +/* + * Fog + */ + +typedef void (APIENTRYP PFNGLFOGFPROC) ( GLenum pname, GLfloat param ); + +typedef void (APIENTRYP PFNGLFOGIPROC) ( GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLFOGFVPROC) ( GLenum pname, const GLfloat *params ); + +typedef void (APIENTRYP PFNGLFOGIVPROC) ( GLenum pname, const GLint *params ); + + +/* + * Selection and Feedback + */ + +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERPROC) ( GLsizei size, GLenum type, GLfloat *buffer ); + +typedef void (APIENTRYP PFNGLPASSTHROUGHPROC) ( GLfloat token ); + +typedef void (APIENTRYP PFNGLSELECTBUFFERPROC) ( GLsizei size, GLuint *buffer ); + +typedef void (APIENTRYP PFNGLINITNAMESPROC) ( void ); + +typedef void (APIENTRYP PFNGLLOADNAMEPROC) ( GLuint name ); + +typedef void (APIENTRYP PFNGLPUSHNAMEPROC) ( GLuint name ); + +typedef void (APIENTRYP PFNGLPOPNAMEPROC) ( void ); +#endif + + +/* + * OpenGL 1.2 + */ + +#define GL_RESCALE_NORMAL 0x803A +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_TEXTURE_BINDING_3D 0x806A + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glDrawRangeElements( GLenum mode, GLuint start, + GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); + +GLAPI void GLAPIENTRY glTexImage3D( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLsizei depth, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glTexSubImage3D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLsizei width, + GLsizei height, GLsizei depth, + GLenum format, + GLenum type, const GLvoid *pixels); + +GLAPI void GLAPIENTRY glCopyTexSubImage3D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLint x, + GLint y, GLsizei width, + GLsizei height ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) ( GLenum mode, GLuint start, + GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); + +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) ( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLsizei depth, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLsizei width, + GLsizei height, GLsizei depth, + GLenum format, + GLenum type, const GLvoid *pixels); + +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLint x, + GLint y, GLsizei width, + GLsizei height ); + +#endif + +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); + + +/* + * GL_ARB_imaging + */ + +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_CONSTANT_BORDER 0x8151 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX 0x802E +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_BLEND_EQUATION 0x8009 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_BLEND_COLOR 0x8005 + + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glColorTable( GLenum target, GLenum internalformat, + GLsizei width, GLenum format, + GLenum type, const GLvoid *table ); + +GLAPI void GLAPIENTRY glColorSubTable( GLenum target, + GLsizei start, GLsizei count, + GLenum format, GLenum type, + const GLvoid *data ); + +GLAPI void GLAPIENTRY glColorTableParameteriv(GLenum target, GLenum pname, + const GLint *params); + +GLAPI void GLAPIENTRY glColorTableParameterfv(GLenum target, GLenum pname, + const GLfloat *params); + +GLAPI void GLAPIENTRY glCopyColorSubTable( GLenum target, GLsizei start, + GLint x, GLint y, GLsizei width ); + +GLAPI void GLAPIENTRY glCopyColorTable( GLenum target, GLenum internalformat, + GLint x, GLint y, GLsizei width ); + +GLAPI void GLAPIENTRY glGetColorTable( GLenum target, GLenum format, + GLenum type, GLvoid *table ); + +GLAPI void GLAPIENTRY glGetColorTableParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetColorTableParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glBlendEquation( GLenum mode ); + +GLAPI void GLAPIENTRY glBlendColor( GLclampf red, GLclampf green, + GLclampf blue, GLclampf alpha ); + +GLAPI void GLAPIENTRY glHistogram( GLenum target, GLsizei width, + GLenum internalformat, GLboolean sink ); + +GLAPI void GLAPIENTRY glResetHistogram( GLenum target ); + +GLAPI void GLAPIENTRY glGetHistogram( GLenum target, GLboolean reset, + GLenum format, GLenum type, + GLvoid *values ); + +GLAPI void GLAPIENTRY glGetHistogramParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetHistogramParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glMinmax( GLenum target, GLenum internalformat, + GLboolean sink ); + +GLAPI void GLAPIENTRY glResetMinmax( GLenum target ); + +GLAPI void GLAPIENTRY glGetMinmax( GLenum target, GLboolean reset, + GLenum format, GLenum types, + GLvoid *values ); + +GLAPI void GLAPIENTRY glGetMinmaxParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetMinmaxParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glConvolutionFilter1D( GLenum target, + GLenum internalformat, GLsizei width, GLenum format, GLenum type, + const GLvoid *image ); + +GLAPI void GLAPIENTRY glConvolutionFilter2D( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *image ); + +GLAPI void GLAPIENTRY glConvolutionParameterf( GLenum target, GLenum pname, + GLfloat params ); + +GLAPI void GLAPIENTRY glConvolutionParameterfv( GLenum target, GLenum pname, + const GLfloat *params ); + +GLAPI void GLAPIENTRY glConvolutionParameteri( GLenum target, GLenum pname, + GLint params ); + +GLAPI void GLAPIENTRY glConvolutionParameteriv( GLenum target, GLenum pname, + const GLint *params ); + +GLAPI void GLAPIENTRY glCopyConvolutionFilter1D( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width ); + +GLAPI void GLAPIENTRY glCopyConvolutionFilter2D( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width, + GLsizei height); + +GLAPI void GLAPIENTRY glGetConvolutionFilter( GLenum target, GLenum format, + GLenum type, GLvoid *image ); + +GLAPI void GLAPIENTRY glGetConvolutionParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetConvolutionParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glSeparableFilter2D( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *row, const GLvoid *column ); + +GLAPI void GLAPIENTRY glGetSeparableFilter( GLenum target, GLenum format, + GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLCOLORTABLEPROC) ( GLenum target, GLenum internalformat, + GLsizei width, GLenum format, + GLenum type, const GLvoid *table ); + +typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) ( GLenum target, + GLsizei start, GLsizei count, + GLenum format, GLenum type, + const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, + const GLint *params); + +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, + const GLfloat *params); + +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) ( GLenum target, GLsizei start, + GLint x, GLint y, GLsizei width ); + +typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) ( GLenum target, GLenum internalformat, + GLint x, GLint y, GLsizei width ); + +typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) ( GLenum target, GLenum format, + GLenum type, GLvoid *table ); + +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLBLENDCOLORPROC) ( GLclampf red, GLclampf green, + GLclampf blue, GLclampf alpha ); + +typedef void (APIENTRYP PFNGLHISTOGRAMPROC) ( GLenum target, GLsizei width, + GLenum internalformat, GLboolean sink ); + +typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) ( GLenum target ); + +typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) ( GLenum target, GLboolean reset, + GLenum format, GLenum type, + GLvoid *values ); + +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLMINMAXPROC) ( GLenum target, GLenum internalformat, + GLboolean sink ); + +typedef void (APIENTRYP PFNGLRESETMINMAXPROC) ( GLenum target ); + +typedef void (APIENTRYP PFNGLGETMINMAXPROC) ( GLenum target, GLboolean reset, + GLenum format, GLenum types, + GLvoid *values ); + +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) ( GLenum target, + GLenum internalformat, GLsizei width, GLenum format, GLenum type, + const GLvoid *image ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) ( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *image ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) ( GLenum target, GLenum pname, + GLfloat params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) ( GLenum target, GLenum pname, + const GLfloat *params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) ( GLenum target, GLenum pname, + GLint params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) ( GLenum target, GLenum pname, + const GLint *params ); + +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) ( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width ); + +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) ( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width, + GLsizei height); + +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) ( GLenum target, GLenum format, + GLenum type, GLvoid *image ); + +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) ( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *row, const GLvoid *column ); + +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) ( GLenum target, GLenum format, + GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ); + +#endif + + + + +/* + * OpenGL 1.3 + */ + +/* multitexture */ +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +/* texture_cube_map */ +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +/* texture_compression */ +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +/* multisample */ +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_MULTISAMPLE_BIT 0x20000000 +/* transpose_matrix */ +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +/* texture_env_combine */ +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +/* texture_env_dot3 */ +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +/* texture_border_clamp */ +#define GL_CLAMP_TO_BORDER 0x812D + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glActiveTexture( GLenum texture ); + +GLAPI void GLAPIENTRY glClientActiveTexture( GLenum texture ); + +GLAPI void GLAPIENTRY glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img ); + +GLAPI void GLAPIENTRY glMultiTexCoord1d( GLenum target, GLdouble s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord1f( GLenum target, GLfloat s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord1i( GLenum target, GLint s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord1s( GLenum target, GLshort s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1sv( GLenum target, const GLshort *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2d( GLenum target, GLdouble s, GLdouble t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2f( GLenum target, GLfloat s, GLfloat t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2i( GLenum target, GLint s, GLint t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2s( GLenum target, GLshort s, GLshort t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2sv( GLenum target, const GLshort *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3d( GLenum target, GLdouble s, GLdouble t, GLdouble r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3f( GLenum target, GLfloat s, GLfloat t, GLfloat r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3i( GLenum target, GLint s, GLint t, GLint r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3s( GLenum target, GLshort s, GLshort t, GLshort r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3sv( GLenum target, const GLshort *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4d( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4f( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4i( GLenum target, GLint s, GLint t, GLint r, GLint q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4s( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4sv( GLenum target, const GLshort *v ); + + +GLAPI void GLAPIENTRY glLoadTransposeMatrixd( const GLdouble m[16] ); + +GLAPI void GLAPIENTRY glLoadTransposeMatrixf( const GLfloat m[16] ); + +GLAPI void GLAPIENTRY glMultTransposeMatrixd( const GLdouble m[16] ); + +GLAPI void GLAPIENTRY glMultTransposeMatrixf( const GLfloat m[16] ); + +GLAPI void GLAPIENTRY glSampleCoverage( GLclampf value, GLboolean invert ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) ( GLenum texture ); + +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) ( GLenum texture ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) ( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) ( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) ( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) ( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) ( GLenum target, GLint lod, GLvoid *img ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) ( GLenum target, GLdouble s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) ( GLenum target, GLfloat s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) ( GLenum target, GLint s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) ( GLenum target, GLshort s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) ( GLenum target, const GLshort *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) ( GLenum target, GLdouble s, GLdouble t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) ( GLenum target, GLfloat s, GLfloat t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) ( GLenum target, GLint s, GLint t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) ( GLenum target, GLshort s, GLshort t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) ( GLenum target, const GLshort *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) ( GLenum target, GLdouble s, GLdouble t, GLdouble r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) ( GLenum target, GLfloat s, GLfloat t, GLfloat r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) ( GLenum target, GLint s, GLint t, GLint r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) ( GLenum target, GLshort s, GLshort t, GLshort r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) ( GLenum target, const GLshort *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) ( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) ( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) ( GLenum target, GLint s, GLint t, GLint r, GLint q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) ( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) ( GLenum target, const GLshort *v ); + + +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) ( const GLdouble m[16] ); + +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) ( const GLfloat m[16] ); + +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) ( const GLdouble m[16] ); + +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) ( const GLfloat m[16] ); + +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) ( GLclampf value, GLboolean invert ); + +#endif + + +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img); + + + +/* + * GL_ARB_multitexture (ARB extension 1 and OpenGL 1.2.1) + */ +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 + +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glActiveTextureARB(GLenum texture); +GLAPI void GLAPIENTRY glClientActiveTextureARB(GLenum texture); +GLAPI void GLAPIENTRY glMultiTexCoord1dARB(GLenum target, GLdouble s); +GLAPI void GLAPIENTRY glMultiTexCoord1dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord1fARB(GLenum target, GLfloat s); +GLAPI void GLAPIENTRY glMultiTexCoord1fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord1iARB(GLenum target, GLint s); +GLAPI void GLAPIENTRY glMultiTexCoord1ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord1sARB(GLenum target, GLshort s); +GLAPI void GLAPIENTRY glMultiTexCoord1svARB(GLenum target, const GLshort *v); +GLAPI void GLAPIENTRY glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t); +GLAPI void GLAPIENTRY glMultiTexCoord2dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t); +GLAPI void GLAPIENTRY glMultiTexCoord2fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord2iARB(GLenum target, GLint s, GLint t); +GLAPI void GLAPIENTRY glMultiTexCoord2ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t); +GLAPI void GLAPIENTRY glMultiTexCoord2svARB(GLenum target, const GLshort *v); +GLAPI void GLAPIENTRY glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI void GLAPIENTRY glMultiTexCoord3dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI void GLAPIENTRY glMultiTexCoord3fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r); +GLAPI void GLAPIENTRY glMultiTexCoord3ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI void GLAPIENTRY glMultiTexCoord3svARB(GLenum target, const GLshort *v); +GLAPI void GLAPIENTRY glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void GLAPIENTRY glMultiTexCoord4dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void GLAPIENTRY glMultiTexCoord4fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI void GLAPIENTRY glMultiTexCoord4ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void GLAPIENTRY glMultiTexCoord4svARB(GLenum target, const GLshort *v); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); + +#endif + +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); + +#endif /* GL_ARB_multitexture */ + + + +/* + * Define this token if you want "old-style" header file behaviour (extensions + * defined in gl.h). Otherwise, extensions will be included from glext.h. + */ +#if !defined(NO_SDL_GLEXT) && !defined(GL_GLEXT_LEGACY) +#include +#endif /* GL_GLEXT_LEGACY */ + + + +/********************************************************************** + * Begin system-specific stuff + */ +#if defined(PRAGMA_EXPORT_SUPPORTED) +#pragma export off +#endif + +/* + * End system-specific stuff + **********************************************************************/ + + +#ifdef __cplusplus +} +#endif + +#endif /* __gl_h_ */ + +#endif /* !SDL_PLATFORM_IOS */ + +#endif /* SDL_opengl_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl_glext.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl_glext.h new file mode 100644 index 0000000..fa0f6c2 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengl_glext.h @@ -0,0 +1,13213 @@ +/* SDL modified the include guard to be compatible with Mesa and Apple include guards: + * - Mesa uses: __gl_glext_h_ + * - Apple uses: __glext_h_ */ +#if !defined(__glext_h_) && !defined(__gl_glext_h_) +#define __glext_h_ 1 +#define __gl_glext_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif + +#define GL_GLEXT_VERSION 20220530 + +/*#include */ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + +/* Generated C header for: + * API: gl + * Profile: compatibility + * Versions considered: .* + * Versions emitted: 1\.[2-9]|[234]\.[0-9] + * Default extensions included: gl + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_RESCALE_NORMAL 0x803A +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_2 */ + +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, void *img); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble *m); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); +GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, void *img); +GLAPI void APIENTRY glClientActiveTexture (GLenum texture); +GLAPI void APIENTRY glMultiTexCoord1d (GLenum target, GLdouble s); +GLAPI void APIENTRY glMultiTexCoord1dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord1f (GLenum target, GLfloat s); +GLAPI void APIENTRY glMultiTexCoord1fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord1i (GLenum target, GLint s); +GLAPI void APIENTRY glMultiTexCoord1iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord1s (GLenum target, GLshort s); +GLAPI void APIENTRY glMultiTexCoord1sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord2d (GLenum target, GLdouble s, GLdouble t); +GLAPI void APIENTRY glMultiTexCoord2dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord2f (GLenum target, GLfloat s, GLfloat t); +GLAPI void APIENTRY glMultiTexCoord2fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord2i (GLenum target, GLint s, GLint t); +GLAPI void APIENTRY glMultiTexCoord2iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord2s (GLenum target, GLshort s, GLshort t); +GLAPI void APIENTRY glMultiTexCoord2sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord3d (GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI void APIENTRY glMultiTexCoord3dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord3f (GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI void APIENTRY glMultiTexCoord3fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord3i (GLenum target, GLint s, GLint t, GLint r); +GLAPI void APIENTRY glMultiTexCoord3iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord3s (GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI void APIENTRY glMultiTexCoord3sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord4d (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void APIENTRY glMultiTexCoord4dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord4f (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void APIENTRY glMultiTexCoord4fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord4i (GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI void APIENTRY glMultiTexCoord4iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord4s (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void APIENTRY glMultiTexCoord4sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glLoadTransposeMatrixf (const GLfloat *m); +GLAPI void APIENTRY glLoadTransposeMatrixd (const GLdouble *m); +GLAPI void APIENTRY glMultTransposeMatrixf (const GLfloat *m); +GLAPI void APIENTRY glMultTransposeMatrixd (const GLdouble *m); +#endif +#endif /* GL_VERSION_1_3 */ + +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_COLOR_SUM 0x8458 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLFOGCOORDFPROC) (GLfloat coord); +typedef void (APIENTRYP PFNGLFOGCOORDFVPROC) (const GLfloat *coord); +typedef void (APIENTRYP PFNGLFOGCOORDDPROC) (GLdouble coord); +typedef void (APIENTRYP PFNGLFOGCOORDDVPROC) (const GLdouble *coord); +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); +typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param); +GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params); +GLAPI void APIENTRY glFogCoordf (GLfloat coord); +GLAPI void APIENTRY glFogCoordfv (const GLfloat *coord); +GLAPI void APIENTRY glFogCoordd (GLdouble coord); +GLAPI void APIENTRY glFogCoorddv (const GLdouble *coord); +GLAPI void APIENTRY glFogCoordPointer (GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glSecondaryColor3b (GLbyte red, GLbyte green, GLbyte blue); +GLAPI void APIENTRY glSecondaryColor3bv (const GLbyte *v); +GLAPI void APIENTRY glSecondaryColor3d (GLdouble red, GLdouble green, GLdouble blue); +GLAPI void APIENTRY glSecondaryColor3dv (const GLdouble *v); +GLAPI void APIENTRY glSecondaryColor3f (GLfloat red, GLfloat green, GLfloat blue); +GLAPI void APIENTRY glSecondaryColor3fv (const GLfloat *v); +GLAPI void APIENTRY glSecondaryColor3i (GLint red, GLint green, GLint blue); +GLAPI void APIENTRY glSecondaryColor3iv (const GLint *v); +GLAPI void APIENTRY glSecondaryColor3s (GLshort red, GLshort green, GLshort blue); +GLAPI void APIENTRY glSecondaryColor3sv (const GLshort *v); +GLAPI void APIENTRY glSecondaryColor3ub (GLubyte red, GLubyte green, GLubyte blue); +GLAPI void APIENTRY glSecondaryColor3ubv (const GLubyte *v); +GLAPI void APIENTRY glSecondaryColor3ui (GLuint red, GLuint green, GLuint blue); +GLAPI void APIENTRY glSecondaryColor3uiv (const GLuint *v); +GLAPI void APIENTRY glSecondaryColor3us (GLushort red, GLushort green, GLushort blue); +GLAPI void APIENTRY glSecondaryColor3usv (const GLushort *v); +GLAPI void APIENTRY glSecondaryColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glWindowPos2d (GLdouble x, GLdouble y); +GLAPI void APIENTRY glWindowPos2dv (const GLdouble *v); +GLAPI void APIENTRY glWindowPos2f (GLfloat x, GLfloat y); +GLAPI void APIENTRY glWindowPos2fv (const GLfloat *v); +GLAPI void APIENTRY glWindowPos2i (GLint x, GLint y); +GLAPI void APIENTRY glWindowPos2iv (const GLint *v); +GLAPI void APIENTRY glWindowPos2s (GLshort x, GLshort y); +GLAPI void APIENTRY glWindowPos2sv (const GLshort *v); +GLAPI void APIENTRY glWindowPos3d (GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glWindowPos3dv (const GLdouble *v); +GLAPI void APIENTRY glWindowPos3f (GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glWindowPos3fv (const GLfloat *v); +GLAPI void APIENTRY glWindowPos3i (GLint x, GLint y, GLint z); +GLAPI void APIENTRY glWindowPos3iv (const GLint *v); +GLAPI void APIENTRY glWindowPos3s (GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glWindowPos3sv (const GLshort *v); +GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ + +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_COORD 0x8451 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_RGB 0x8582 +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC2_ALPHA 0x858A +typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void *data); +typedef void *(APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsQuery (GLuint id); +GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id); +GLAPI void APIENTRY glEndQuery (GLenum target); +GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params); +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI void *APIENTRY glMapBuffer (GLenum target, GLenum access); +GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target); +GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_VERSION_1_5 */ + +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +typedef char GLchar; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_TEXTURE_COORDS 0x8871 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); +GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); +GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI GLboolean APIENTRY glIsShader (GLuint shader); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0); +GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glValidateProgram (GLuint program); +GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ + +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif +#endif /* GL_VERSION_2_1 */ + +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +typedef khronos_uint16_t GLhalf; +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_INDEX 0x8222 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_ALPHA_INTEGER 0x8D97 +typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void *(APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data); +GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data); +GLAPI void APIENTRY glEnablei (GLenum target, GLuint index); +GLAPI void APIENTRY glDisablei (GLenum target, GLuint index); +GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index); +GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedback (void); +GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp); +GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode); +GLAPI void APIENTRY glEndConditionalRender (void); +GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params); +GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x); +GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y); +GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x); +GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y); +GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params); +GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0); +GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer); +GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); +GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer); +GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); +GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); +GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); +GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target); +GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateMipmap (GLenum target); +GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void *APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array); +#endif +#endif /* GL_VERSION_3_0 */ + +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFFu +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index); +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index); +GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName); +GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +#endif +#endif /* GL_VERSION_3_1 */ + +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode); +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags); +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync); +typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync); +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *data); +typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val); +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint maskNumber, GLbitfield mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI void APIENTRY glProvokingVertex (GLenum mode); +GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags); +GLAPI GLboolean APIENTRY glIsSync (GLsync sync); +GLAPI void APIENTRY glDeleteSync (GLsync sync); +GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *data); +GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data); +GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val); +GLAPI void APIENTRY glSampleMaski (GLuint maskNumber, GLbitfield mask); +#endif +#endif /* GL_VERSION_3_2 */ + +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler); +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); +GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); +GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler); +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); +GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param); +GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param); +GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param); +GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param); +GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params); +GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target); +GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params); +GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor); +GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color); +GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color); +GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color); +GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color); +#endif +#endif /* GL_VERSION_3_3 */ + +#ifndef GL_VERSION_4_0 +#define GL_VERSION_4_0 1 +#define GL_SAMPLE_SHADING 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +#define GL_MAX_VERTEX_STREAMS 0x8E71 +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +#define GL_PATCHES 0x000E +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +#define GL_ISOLINES 0x8E7A +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRACTIONAL_EVEN 0x8E7C +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value); +typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect); +typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); +typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params); +typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name); +typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices); +typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values); +typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values); +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids); +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); +typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMinSampleShading (GLfloat value); +GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const void *indirect); +GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect); +GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x); +GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y); +GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params); +GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name); +GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name); +GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices); +GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params); +GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values); +GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value); +GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values); +GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids); +GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids); +GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id); +GLAPI void APIENTRY glPauseTransformFeedback (void); +GLAPI void APIENTRY glResumeTransformFeedback (void); +GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id); +GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream); +GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id); +GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index); +GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params); +#endif +#endif /* GL_VERSION_4_0 */ + +#ifndef GL_VERSION_4_1 +#define GL_VERSION_4_1 1 +#define GL_FIXED 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_RGB565 0x8D62 +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_MAX_VIEWPORTS 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_UNDEFINED_VERTEX 0x8260 +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); +typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar *const*strings); +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines); +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f); +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glReleaseShaderCompiler (void); +GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f); +GLAPI void APIENTRY glClearDepthf (GLfloat d); +GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value); +GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program); +GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar *const*strings); +GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines); +GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines); +GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params); +GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0); +GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0); +GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0); +GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0); +GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1); +GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v); +GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v); +GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f); +GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data); +GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data); +#endif +#endif /* GL_VERSION_4_1 */ + +#ifndef GL_VERSION_4_2 +#define GL_VERSION_4_2 1 +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); +typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers); +GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount); +GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +#endif +#endif /* GL_VERSION_4_2 */ + +#ifndef GL_VERSION_4_3 +#define GL_VERSION_4_3 1 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 +#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_MIPMAP 0x8293 +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_COLOR_ENCODING 0x8296 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_FILTER 0x829A +#define GL_VERTEX_TEXTURE 0x829B +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_LOCATION_INDEX 0x930F +#define GL_IS_PER_PATCH 0x92E7 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_VERTEX_BINDING_BUFFER 0x8F4F +#define GL_DISPLAY_LIST 0x82E7 +typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); +typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params); +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void); +typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect); +GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); +GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level); +GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer); +GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI void APIENTRY glPopDebugGroup (void); +GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif +#endif /* GL_VERSION_4_3 */ + +#ifndef GL_VERSION_4_4 +#define GL_VERSION_4_4 1 +#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_TEXTURE_BUFFER_BINDING 0x8C2A +#define GL_MAP_PERSISTENT_BIT 0x0040 +#define GL_MAP_COHERENT_BIT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT 0x0100 +#define GL_CLIENT_STORAGE_BIT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F +#define GL_BUFFER_STORAGE_FLAGS 0x8220 +#define GL_CLEAR_TEXTURE 0x9365 +#define GL_LOCATION_COMPONENT 0x934A +#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B +#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C +#define GL_QUERY_BUFFER 0x9192 +#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 +#define GL_QUERY_BUFFER_BINDING 0x9193 +#define GL_QUERY_RESULT_NO_WAIT 0x9194 +#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 +typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint *buffers); +typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +typedef void (APIENTRYP PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint *textures); +typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint *samplers); +typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint *textures); +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferStorage (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI void APIENTRY glClearTexImage (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glBindBuffersBase (GLenum target, GLuint first, GLsizei count, const GLuint *buffers); +GLAPI void APIENTRY glBindBuffersRange (GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +GLAPI void APIENTRY glBindTextures (GLuint first, GLsizei count, const GLuint *textures); +GLAPI void APIENTRY glBindSamplers (GLuint first, GLsizei count, const GLuint *samplers); +GLAPI void APIENTRY glBindImageTextures (GLuint first, GLsizei count, const GLuint *textures); +GLAPI void APIENTRY glBindVertexBuffers (GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +#endif +#endif /* GL_VERSION_4_4 */ + +#ifndef GL_VERSION_4_5 +#define GL_VERSION_4_5 1 +#define GL_CONTEXT_LOST 0x0507 +#define GL_NEGATIVE_ONE_TO_ONE 0x935E +#define GL_ZERO_TO_ONE 0x935F +#define GL_CLIP_ORIGIN 0x935C +#define GL_CLIP_DEPTH_MODE 0x935D +#define GL_QUERY_WAIT_INVERTED 0x8E17 +#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 +#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 +#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A +#define GL_MAX_CULL_DISTANCES 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA +#define GL_TEXTURE_TARGET 0x1006 +#define GL_QUERY_TARGET 0x82EA +#define GL_GUILTY_CONTEXT_RESET 0x8253 +#define GL_INNOCENT_CONTEXT_RESET 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET 0x8252 +#define GL_NO_RESET_NOTIFICATION 0x8261 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_MINMAX 0x802E +#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC +typedef void (APIENTRYP PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth); +typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void **params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum buf); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum src); +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint *textures); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture); +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); +typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint *samplers); +typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); +typedef void (APIENTRYP PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers); +typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC) (void); +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +typedef void (APIENTRYP PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (APIENTRYP PFNGLGETNMAPDVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +typedef void (APIENTRYP PFNGLGETNMAPFVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +typedef void (APIENTRYP PFNGLGETNMAPIVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC) (GLenum map, GLsizei bufSize, GLfloat *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC) (GLenum map, GLsizei bufSize, GLuint *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC) (GLenum map, GLsizei bufSize, GLushort *values); +typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC) (GLsizei bufSize, GLubyte *pattern); +typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +typedef void (APIENTRYP PFNGLGETNMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClipControl (GLenum origin, GLenum depth); +GLAPI void APIENTRY glCreateTransformFeedbacks (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glTransformFeedbackBufferBase (GLuint xfb, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackBufferRange (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glGetTransformFeedbackiv (GLuint xfb, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetTransformFeedbacki_v (GLuint xfb, GLenum pname, GLuint index, GLint *param); +GLAPI void APIENTRY glGetTransformFeedbacki64_v (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +GLAPI void APIENTRY glCreateBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glNamedBufferStorage (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI void APIENTRY glNamedBufferData (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glNamedBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glCopyNamedBufferSubData (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glClearNamedBufferData (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearNamedBufferSubData (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void *APIENTRY glMapNamedBuffer (GLuint buffer, GLenum access); +GLAPI void *APIENTRY glMapNamedBufferRange (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI GLboolean APIENTRY glUnmapNamedBuffer (GLuint buffer); +GLAPI void APIENTRY glFlushMappedNamedBufferRange (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glGetNamedBufferParameteriv (GLuint buffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetNamedBufferParameteri64v (GLuint buffer, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetNamedBufferPointerv (GLuint buffer, GLenum pname, void **params); +GLAPI void APIENTRY glGetNamedBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI void APIENTRY glCreateFramebuffers (GLsizei n, GLuint *framebuffers); +GLAPI void APIENTRY glNamedFramebufferRenderbuffer (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glNamedFramebufferParameteri (GLuint framebuffer, GLenum pname, GLint param); +GLAPI void APIENTRY glNamedFramebufferTexture (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTextureLayer (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void APIENTRY glNamedFramebufferDrawBuffer (GLuint framebuffer, GLenum buf); +GLAPI void APIENTRY glNamedFramebufferDrawBuffers (GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glNamedFramebufferReadBuffer (GLuint framebuffer, GLenum src); +GLAPI void APIENTRY glInvalidateNamedFramebufferData (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); +GLAPI void APIENTRY glInvalidateNamedFramebufferSubData (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glClearNamedFramebufferiv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI void APIENTRY glClearNamedFramebufferuiv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI void APIENTRY glClearNamedFramebufferfv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI void APIENTRY glClearNamedFramebufferfi (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI void APIENTRY glBlitNamedFramebuffer (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI GLenum APIENTRY glCheckNamedFramebufferStatus (GLuint framebuffer, GLenum target); +GLAPI void APIENTRY glGetNamedFramebufferParameteriv (GLuint framebuffer, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetNamedFramebufferAttachmentParameteriv (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glCreateRenderbuffers (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glNamedRenderbufferStorage (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisample (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetNamedRenderbufferParameteriv (GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glCreateTextures (GLenum target, GLsizei n, GLuint *textures); +GLAPI void APIENTRY glTextureBuffer (GLuint texture, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glTextureBufferRange (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTextureStorage1D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTextureStorage2D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureStorage3D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glTextureStorage2DMultisample (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureStorage3DMultisample (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCompressedTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCopyTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glCopyTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureParameterf (GLuint texture, GLenum pname, GLfloat param); +GLAPI void APIENTRY glTextureParameterfv (GLuint texture, GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glTextureParameteri (GLuint texture, GLenum pname, GLint param); +GLAPI void APIENTRY glTextureParameterIiv (GLuint texture, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTextureParameterIuiv (GLuint texture, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glTextureParameteriv (GLuint texture, GLenum pname, const GLint *param); +GLAPI void APIENTRY glGenerateTextureMipmap (GLuint texture); +GLAPI void APIENTRY glBindTextureUnit (GLuint unit, GLuint texture); +GLAPI void APIENTRY glGetTextureImage (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetCompressedTextureImage (GLuint texture, GLint level, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetTextureLevelParameterfv (GLuint texture, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureLevelParameteriv (GLuint texture, GLint level, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureParameterfv (GLuint texture, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureParameterIiv (GLuint texture, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureParameterIuiv (GLuint texture, GLenum pname, GLuint *params); +GLAPI void APIENTRY glGetTextureParameteriv (GLuint texture, GLenum pname, GLint *params); +GLAPI void APIENTRY glCreateVertexArrays (GLsizei n, GLuint *arrays); +GLAPI void APIENTRY glDisableVertexArrayAttrib (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glEnableVertexArrayAttrib (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glVertexArrayElementBuffer (GLuint vaobj, GLuint buffer); +GLAPI void APIENTRY glVertexArrayVertexBuffer (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexArrayVertexBuffers (GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +GLAPI void APIENTRY glVertexArrayAttribBinding (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexArrayAttribFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayAttribIFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayAttribLFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayBindingDivisor (GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glGetVertexArrayiv (GLuint vaobj, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayIndexediv (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayIndexed64iv (GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); +GLAPI void APIENTRY glCreateSamplers (GLsizei n, GLuint *samplers); +GLAPI void APIENTRY glCreateProgramPipelines (GLsizei n, GLuint *pipelines); +GLAPI void APIENTRY glCreateQueries (GLenum target, GLsizei n, GLuint *ids); +GLAPI void APIENTRY glGetQueryBufferObjecti64v (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glGetQueryBufferObjectiv (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glGetQueryBufferObjectui64v (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glGetQueryBufferObjectuiv (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glMemoryBarrierByRegion (GLbitfield barriers); +GLAPI void APIENTRY glGetTextureSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetCompressedTextureSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +GLAPI GLenum APIENTRY glGetGraphicsResetStatus (void); +GLAPI void APIENTRY glGetnCompressedTexImage (GLenum target, GLint lod, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetnTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetnUniformdv (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +GLAPI void APIENTRY glGetnUniformfv (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI void APIENTRY glGetnUniformiv (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI void APIENTRY glGetnUniformuiv (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI void APIENTRY glReadnPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI void APIENTRY glGetnMapdv (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +GLAPI void APIENTRY glGetnMapfv (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +GLAPI void APIENTRY glGetnMapiv (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +GLAPI void APIENTRY glGetnPixelMapfv (GLenum map, GLsizei bufSize, GLfloat *values); +GLAPI void APIENTRY glGetnPixelMapuiv (GLenum map, GLsizei bufSize, GLuint *values); +GLAPI void APIENTRY glGetnPixelMapusv (GLenum map, GLsizei bufSize, GLushort *values); +GLAPI void APIENTRY glGetnPolygonStipple (GLsizei bufSize, GLubyte *pattern); +GLAPI void APIENTRY glGetnColorTable (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +GLAPI void APIENTRY glGetnConvolutionFilter (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +GLAPI void APIENTRY glGetnSeparableFilter (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +GLAPI void APIENTRY glGetnHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI void APIENTRY glGetnMinmax (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI void APIENTRY glTextureBarrier (void); +#endif +#endif /* GL_VERSION_4_5 */ + +#ifndef GL_VERSION_4_6 +#define GL_VERSION_4_6 1 +#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 +#define GL_SPIR_V_BINARY 0x9552 +#define GL_PARAMETER_BUFFER 0x80EE +#define GL_PARAMETER_BUFFER_BINDING 0x80EF +#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 +#define GL_VERTICES_SUBMITTED 0x82EE +#define GL_PRIMITIVES_SUBMITTED 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF +#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED +typedef void (APIENTRYP PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSpecializeShader (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +GLAPI void APIENTRY glMultiDrawArraysIndirectCount (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirectCount (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI void APIENTRY glPolygonOffsetClamp (GLfloat factor, GLfloat units, GLfloat clamp); +#endif +#endif /* GL_VERSION_4_6 */ + +#ifndef GL_ARB_ES2_compatibility +#define GL_ARB_ES2_compatibility 1 +#endif /* GL_ARB_ES2_compatibility */ + +#ifndef GL_ARB_ES3_1_compatibility +#define GL_ARB_ES3_1_compatibility 1 +#endif /* GL_ARB_ES3_1_compatibility */ + +#ifndef GL_ARB_ES3_2_compatibility +#define GL_ARB_ES3_2_compatibility 1 +#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE +#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 +#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 +typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPrimitiveBoundingBoxARB (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#endif +#endif /* GL_ARB_ES3_2_compatibility */ + +#ifndef GL_ARB_ES3_compatibility +#define GL_ARB_ES3_compatibility 1 +#endif /* GL_ARB_ES3_compatibility */ + +#ifndef GL_ARB_arrays_of_arrays +#define GL_ARB_arrays_of_arrays 1 +#endif /* GL_ARB_arrays_of_arrays */ + +#ifndef GL_ARB_base_instance +#define GL_ARB_base_instance 1 +#endif /* GL_ARB_base_instance */ + +#ifndef GL_ARB_bindless_texture +#define GL_ARB_bindless_texture 1 +typedef khronos_uint64_t GLuint64EXT; +#define GL_UNSIGNED_INT64_ARB 0x140F +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture); +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle); +typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint64 APIENTRY glGetTextureHandleARB (GLuint texture); +GLAPI GLuint64 APIENTRY glGetTextureSamplerHandleARB (GLuint texture, GLuint sampler); +GLAPI void APIENTRY glMakeTextureHandleResidentARB (GLuint64 handle); +GLAPI void APIENTRY glMakeTextureHandleNonResidentARB (GLuint64 handle); +GLAPI GLuint64 APIENTRY glGetImageHandleARB (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GLAPI void APIENTRY glMakeImageHandleResidentARB (GLuint64 handle, GLenum access); +GLAPI void APIENTRY glMakeImageHandleNonResidentARB (GLuint64 handle); +GLAPI void APIENTRY glUniformHandleui64ARB (GLint location, GLuint64 value); +GLAPI void APIENTRY glUniformHandleui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniformHandleui64ARB (GLuint program, GLint location, GLuint64 value); +GLAPI void APIENTRY glProgramUniformHandleui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI GLboolean APIENTRY glIsTextureHandleResidentARB (GLuint64 handle); +GLAPI GLboolean APIENTRY glIsImageHandleResidentARB (GLuint64 handle); +GLAPI void APIENTRY glVertexAttribL1ui64ARB (GLuint index, GLuint64EXT x); +GLAPI void APIENTRY glVertexAttribL1ui64vARB (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glGetVertexAttribLui64vARB (GLuint index, GLenum pname, GLuint64EXT *params); +#endif +#endif /* GL_ARB_bindless_texture */ + +#ifndef GL_ARB_blend_func_extended +#define GL_ARB_blend_func_extended 1 +#endif /* GL_ARB_blend_func_extended */ + +#ifndef GL_ARB_buffer_storage +#define GL_ARB_buffer_storage 1 +#endif /* GL_ARB_buffer_storage */ + +#ifndef GL_ARB_cl_event +#define GL_ARB_cl_event 1 +struct _cl_context; +struct _cl_event; +#define GL_SYNC_CL_EVENT_ARB 0x8240 +#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 +typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context *context, struct _cl_event *event, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context *context, struct _cl_event *event, GLbitfield flags); +#endif +#endif /* GL_ARB_cl_event */ + +#ifndef GL_ARB_clear_buffer_object +#define GL_ARB_clear_buffer_object 1 +#endif /* GL_ARB_clear_buffer_object */ + +#ifndef GL_ARB_clear_texture +#define GL_ARB_clear_texture 1 +#endif /* GL_ARB_clear_texture */ + +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ + +#ifndef GL_ARB_color_buffer_float +#define GL_ARB_color_buffer_float 1 +#define GL_RGBA_FLOAT_MODE_ARB 0x8820 +#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A +#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B +#define GL_CLAMP_READ_COLOR_ARB 0x891C +#define GL_FIXED_ONLY_ARB 0x891D +typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClampColorARB (GLenum target, GLenum clamp); +#endif +#endif /* GL_ARB_color_buffer_float */ + +#ifndef GL_ARB_compatibility +#define GL_ARB_compatibility 1 +#endif /* GL_ARB_compatibility */ + +#ifndef GL_ARB_compressed_texture_pixel_storage +#define GL_ARB_compressed_texture_pixel_storage 1 +#endif /* GL_ARB_compressed_texture_pixel_storage */ + +#ifndef GL_ARB_compute_shader +#define GL_ARB_compute_shader 1 +#endif /* GL_ARB_compute_shader */ + +#ifndef GL_ARB_compute_variable_group_size +#define GL_ARB_compute_variable_group_size 1 +#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 +#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB +#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 +#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDispatchComputeGroupSizeARB (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); +#endif +#endif /* GL_ARB_compute_variable_group_size */ + +#ifndef GL_ARB_conditional_render_inverted +#define GL_ARB_conditional_render_inverted 1 +#endif /* GL_ARB_conditional_render_inverted */ + +#ifndef GL_ARB_conservative_depth +#define GL_ARB_conservative_depth 1 +#endif /* GL_ARB_conservative_depth */ + +#ifndef GL_ARB_copy_buffer +#define GL_ARB_copy_buffer 1 +#endif /* GL_ARB_copy_buffer */ + +#ifndef GL_ARB_copy_image +#define GL_ARB_copy_image 1 +#endif /* GL_ARB_copy_image */ + +#ifndef GL_ARB_cull_distance +#define GL_ARB_cull_distance 1 +#endif /* GL_ARB_cull_distance */ + +#ifndef GL_ARB_debug_output +#define GL_ARB_debug_output 1 +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +#endif +#endif /* GL_ARB_debug_output */ + +#ifndef GL_ARB_depth_buffer_float +#define GL_ARB_depth_buffer_float 1 +#endif /* GL_ARB_depth_buffer_float */ + +#ifndef GL_ARB_depth_clamp +#define GL_ARB_depth_clamp 1 +#endif /* GL_ARB_depth_clamp */ + +#ifndef GL_ARB_depth_texture +#define GL_ARB_depth_texture 1 +#define GL_DEPTH_COMPONENT16_ARB 0x81A5 +#define GL_DEPTH_COMPONENT24_ARB 0x81A6 +#define GL_DEPTH_COMPONENT32_ARB 0x81A7 +#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A +#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B +#endif /* GL_ARB_depth_texture */ + +#ifndef GL_ARB_derivative_control +#define GL_ARB_derivative_control 1 +#endif /* GL_ARB_derivative_control */ + +#ifndef GL_ARB_direct_state_access +#define GL_ARB_direct_state_access 1 +#endif /* GL_ARB_direct_state_access */ + +#ifndef GL_ARB_draw_buffers +#define GL_ARB_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 +#define GL_DRAW_BUFFER0_ARB 0x8825 +#define GL_DRAW_BUFFER1_ARB 0x8826 +#define GL_DRAW_BUFFER2_ARB 0x8827 +#define GL_DRAW_BUFFER3_ARB 0x8828 +#define GL_DRAW_BUFFER4_ARB 0x8829 +#define GL_DRAW_BUFFER5_ARB 0x882A +#define GL_DRAW_BUFFER6_ARB 0x882B +#define GL_DRAW_BUFFER7_ARB 0x882C +#define GL_DRAW_BUFFER8_ARB 0x882D +#define GL_DRAW_BUFFER9_ARB 0x882E +#define GL_DRAW_BUFFER10_ARB 0x882F +#define GL_DRAW_BUFFER11_ARB 0x8830 +#define GL_DRAW_BUFFER12_ARB 0x8831 +#define GL_DRAW_BUFFER13_ARB 0x8832 +#define GL_DRAW_BUFFER14_ARB 0x8833 +#define GL_DRAW_BUFFER15_ARB 0x8834 +typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawBuffersARB (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_ARB_draw_buffers */ + +#ifndef GL_ARB_draw_buffers_blend +#define GL_ARB_draw_buffers_blend 1 +typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#endif +#endif /* GL_ARB_draw_buffers_blend */ + +#ifndef GL_ARB_draw_elements_base_vertex +#define GL_ARB_draw_elements_base_vertex 1 +#endif /* GL_ARB_draw_elements_base_vertex */ + +#ifndef GL_ARB_draw_indirect +#define GL_ARB_draw_indirect 1 +#endif /* GL_ARB_draw_indirect */ + +#ifndef GL_ARB_draw_instanced +#define GL_ARB_draw_instanced 1 +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedARB (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GLAPI void APIENTRY glDrawElementsInstancedARB (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_ARB_draw_instanced */ + +#ifndef GL_ARB_enhanced_layouts +#define GL_ARB_enhanced_layouts 1 +#endif /* GL_ARB_enhanced_layouts */ + +#ifndef GL_ARB_explicit_attrib_location +#define GL_ARB_explicit_attrib_location 1 +#endif /* GL_ARB_explicit_attrib_location */ + +#ifndef GL_ARB_explicit_uniform_location +#define GL_ARB_explicit_uniform_location 1 +#endif /* GL_ARB_explicit_uniform_location */ + +#ifndef GL_ARB_fragment_coord_conventions +#define GL_ARB_fragment_coord_conventions 1 +#endif /* GL_ARB_fragment_coord_conventions */ + +#ifndef GL_ARB_fragment_layer_viewport +#define GL_ARB_fragment_layer_viewport 1 +#endif /* GL_ARB_fragment_layer_viewport */ + +#ifndef GL_ARB_fragment_program +#define GL_ARB_fragment_program 1 +#define GL_FRAGMENT_PROGRAM_ARB 0x8804 +#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 +#define GL_PROGRAM_LENGTH_ARB 0x8627 +#define GL_PROGRAM_FORMAT_ARB 0x8876 +#define GL_PROGRAM_BINDING_ARB 0x8677 +#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 +#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 +#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 +#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 +#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 +#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 +#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 +#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 +#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 +#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 +#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA +#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB +#define GL_PROGRAM_ATTRIBS_ARB 0x88AC +#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD +#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE +#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF +#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 +#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 +#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 +#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 +#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 +#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 +#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 +#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 +#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A +#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B +#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C +#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D +#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E +#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F +#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 +#define GL_PROGRAM_STRING_ARB 0x8628 +#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B +#define GL_CURRENT_MATRIX_ARB 0x8641 +#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 +#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 +#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F +#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E +#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 +#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 +#define GL_MATRIX0_ARB 0x88C0 +#define GL_MATRIX1_ARB 0x88C1 +#define GL_MATRIX2_ARB 0x88C2 +#define GL_MATRIX3_ARB 0x88C3 +#define GL_MATRIX4_ARB 0x88C4 +#define GL_MATRIX5_ARB 0x88C5 +#define GL_MATRIX6_ARB 0x88C6 +#define GL_MATRIX7_ARB 0x88C7 +#define GL_MATRIX8_ARB 0x88C8 +#define GL_MATRIX9_ARB 0x88C9 +#define GL_MATRIX10_ARB 0x88CA +#define GL_MATRIX11_ARB 0x88CB +#define GL_MATRIX12_ARB 0x88CC +#define GL_MATRIX13_ARB 0x88CD +#define GL_MATRIX14_ARB 0x88CE +#define GL_MATRIX15_ARB 0x88CF +#define GL_MATRIX16_ARB 0x88D0 +#define GL_MATRIX17_ARB 0x88D1 +#define GL_MATRIX18_ARB 0x88D2 +#define GL_MATRIX19_ARB 0x88D3 +#define GL_MATRIX20_ARB 0x88D4 +#define GL_MATRIX21_ARB 0x88D5 +#define GL_MATRIX22_ARB 0x88D6 +#define GL_MATRIX23_ARB 0x88D7 +#define GL_MATRIX24_ARB 0x88D8 +#define GL_MATRIX25_ARB 0x88D9 +#define GL_MATRIX26_ARB 0x88DA +#define GL_MATRIX27_ARB 0x88DB +#define GL_MATRIX28_ARB 0x88DC +#define GL_MATRIX29_ARB 0x88DD +#define GL_MATRIX30_ARB 0x88DE +#define GL_MATRIX31_ARB 0x88DF +typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string); +typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); +typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs); +typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramStringARB (GLenum target, GLenum format, GLsizei len, const void *string); +GLAPI void APIENTRY glBindProgramARB (GLenum target, GLuint program); +GLAPI void APIENTRY glDeleteProgramsARB (GLsizei n, const GLuint *programs); +GLAPI void APIENTRY glGenProgramsARB (GLsizei n, GLuint *programs); +GLAPI void APIENTRY glProgramEnvParameter4dARB (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramEnvParameter4dvARB (GLenum target, GLuint index, const GLdouble *params); +GLAPI void APIENTRY glProgramEnvParameter4fARB (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramEnvParameter4fvARB (GLenum target, GLuint index, const GLfloat *params); +GLAPI void APIENTRY glProgramLocalParameter4dARB (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramLocalParameter4dvARB (GLenum target, GLuint index, const GLdouble *params); +GLAPI void APIENTRY glProgramLocalParameter4fARB (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramLocalParameter4fvARB (GLenum target, GLuint index, const GLfloat *params); +GLAPI void APIENTRY glGetProgramEnvParameterdvARB (GLenum target, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetProgramEnvParameterfvARB (GLenum target, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetProgramLocalParameterdvARB (GLenum target, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetProgramLocalParameterfvARB (GLenum target, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetProgramivARB (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramStringARB (GLenum target, GLenum pname, void *string); +GLAPI GLboolean APIENTRY glIsProgramARB (GLuint program); +#endif +#endif /* GL_ARB_fragment_program */ + +#ifndef GL_ARB_fragment_program_shadow +#define GL_ARB_fragment_program_shadow 1 +#endif /* GL_ARB_fragment_program_shadow */ + +#ifndef GL_ARB_fragment_shader +#define GL_ARB_fragment_shader 1 +#define GL_FRAGMENT_SHADER_ARB 0x8B30 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B +#endif /* GL_ARB_fragment_shader */ + +#ifndef GL_ARB_fragment_shader_interlock +#define GL_ARB_fragment_shader_interlock 1 +#endif /* GL_ARB_fragment_shader_interlock */ + +#ifndef GL_ARB_framebuffer_no_attachments +#define GL_ARB_framebuffer_no_attachments 1 +#endif /* GL_ARB_framebuffer_no_attachments */ + +#ifndef GL_ARB_framebuffer_object +#define GL_ARB_framebuffer_object 1 +#endif /* GL_ARB_framebuffer_object */ + +#ifndef GL_ARB_framebuffer_sRGB +#define GL_ARB_framebuffer_sRGB 1 +#endif /* GL_ARB_framebuffer_sRGB */ + +#ifndef GL_ARB_geometry_shader4 +#define GL_ARB_geometry_shader4 1 +#define GL_LINES_ADJACENCY_ARB 0x000A +#define GL_LINE_STRIP_ADJACENCY_ARB 0x000B +#define GL_TRIANGLES_ADJACENCY_ARB 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0x000D +#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 +#define GL_GEOMETRY_SHADER_ARB 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramParameteriARB (GLuint program, GLenum pname, GLint value); +GLAPI void APIENTRY glFramebufferTextureARB (GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTextureLayerARB (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void APIENTRY glFramebufferTextureFaceARB (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#endif +#endif /* GL_ARB_geometry_shader4 */ + +#ifndef GL_ARB_get_program_binary +#define GL_ARB_get_program_binary 1 +#endif /* GL_ARB_get_program_binary */ + +#ifndef GL_ARB_get_texture_sub_image +#define GL_ARB_get_texture_sub_image 1 +#endif /* GL_ARB_get_texture_sub_image */ + +#ifndef GL_ARB_gl_spirv +#define GL_ARB_gl_spirv 1 +#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 +#define GL_SPIR_V_BINARY_ARB 0x9552 +typedef void (APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSpecializeShaderARB (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +#endif +#endif /* GL_ARB_gl_spirv */ + +#ifndef GL_ARB_gpu_shader5 +#define GL_ARB_gpu_shader5 1 +#endif /* GL_ARB_gpu_shader5 */ + +#ifndef GL_ARB_gpu_shader_fp64 +#define GL_ARB_gpu_shader_fp64 1 +#endif /* GL_ARB_gpu_shader_fp64 */ + +#ifndef GL_ARB_gpu_shader_int64 +#define GL_ARB_gpu_shader_int64 1 +#define GL_INT64_ARB 0x140E +#define GL_INT64_VEC2_ARB 0x8FE9 +#define GL_INT64_VEC3_ARB 0x8FEA +#define GL_INT64_VEC4_ARB 0x8FEB +#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 +typedef void (APIENTRYP PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x); +typedef void (APIENTRYP PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y); +typedef void (APIENTRYP PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (APIENTRYP PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (APIENTRYP PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x); +typedef void (APIENTRYP PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y); +typedef void (APIENTRYP PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (APIENTRYP PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (APIENTRYP PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64 *params); +typedef void (APIENTRYP PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64 *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64 *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniform1i64ARB (GLint location, GLint64 x); +GLAPI void APIENTRY glUniform2i64ARB (GLint location, GLint64 x, GLint64 y); +GLAPI void APIENTRY glUniform3i64ARB (GLint location, GLint64 x, GLint64 y, GLint64 z); +GLAPI void APIENTRY glUniform4i64ARB (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +GLAPI void APIENTRY glUniform1i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform2i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform3i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform4i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform1ui64ARB (GLint location, GLuint64 x); +GLAPI void APIENTRY glUniform2ui64ARB (GLint location, GLuint64 x, GLuint64 y); +GLAPI void APIENTRY glUniform3ui64ARB (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +GLAPI void APIENTRY glUniform4ui64ARB (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +GLAPI void APIENTRY glUniform1ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glUniform2ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glUniform3ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glUniform4ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glGetUniformi64vARB (GLuint program, GLint location, GLint64 *params); +GLAPI void APIENTRY glGetUniformui64vARB (GLuint program, GLint location, GLuint64 *params); +GLAPI void APIENTRY glGetnUniformi64vARB (GLuint program, GLint location, GLsizei bufSize, GLint64 *params); +GLAPI void APIENTRY glGetnUniformui64vARB (GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); +GLAPI void APIENTRY glProgramUniform1i64ARB (GLuint program, GLint location, GLint64 x); +GLAPI void APIENTRY glProgramUniform2i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y); +GLAPI void APIENTRY glProgramUniform3i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +GLAPI void APIENTRY glProgramUniform4i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +GLAPI void APIENTRY glProgramUniform1i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform2i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform3i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform4i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform1ui64ARB (GLuint program, GLint location, GLuint64 x); +GLAPI void APIENTRY glProgramUniform2ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y); +GLAPI void APIENTRY glProgramUniform3ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +GLAPI void APIENTRY glProgramUniform4ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +GLAPI void APIENTRY glProgramUniform1ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniform2ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniform3ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniform4ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +#endif +#endif /* GL_ARB_gpu_shader_int64 */ + +#ifndef GL_ARB_half_float_pixel +#define GL_ARB_half_float_pixel 1 +typedef khronos_uint16_t GLhalfARB; +#define GL_HALF_FLOAT_ARB 0x140B +#endif /* GL_ARB_half_float_pixel */ + +#ifndef GL_ARB_half_float_vertex +#define GL_ARB_half_float_vertex 1 +#endif /* GL_ARB_half_float_vertex */ + +#ifndef GL_ARB_imaging +#define GL_ARB_imaging 1 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_CONSTANT_BORDER 0x8151 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +typedef void (APIENTRYP PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) (GLenum target); +typedef void (APIENTRYP PFNGLRESETMINMAXPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorTable (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI void APIENTRY glColorTableParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glColorTableParameteriv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyColorTable (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glGetColorTable (GLenum target, GLenum format, GLenum type, void *table); +GLAPI void APIENTRY glGetColorTableParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetColorTableParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glColorSubTable (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glCopyColorSubTable (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glConvolutionFilter1D (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionParameterf (GLenum target, GLenum pname, GLfloat params); +GLAPI void APIENTRY glConvolutionParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glConvolutionParameteri (GLenum target, GLenum pname, GLint params); +GLAPI void APIENTRY glConvolutionParameteriv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyConvolutionFilter1D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyConvolutionFilter2D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetConvolutionFilter (GLenum target, GLenum format, GLenum type, void *image); +GLAPI void APIENTRY glGetConvolutionParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetConvolutionParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSeparableFilter (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +GLAPI void APIENTRY glSeparableFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +GLAPI void APIENTRY glGetHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetHistogramParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetHistogramParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMinmax (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetMinmaxParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMinmaxParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glHistogram (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glMinmax (GLenum target, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glResetHistogram (GLenum target); +GLAPI void APIENTRY glResetMinmax (GLenum target); +#endif +#endif /* GL_ARB_imaging */ + +#ifndef GL_ARB_indirect_parameters +#define GL_ARB_indirect_parameters 1 +#define GL_PARAMETER_BUFFER_ARB 0x80EE +#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectCountARB (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirectCountARB (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#endif +#endif /* GL_ARB_indirect_parameters */ + +#ifndef GL_ARB_instanced_arrays +#define GL_ARB_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribDivisorARB (GLuint index, GLuint divisor); +#endif +#endif /* GL_ARB_instanced_arrays */ + +#ifndef GL_ARB_internalformat_query +#define GL_ARB_internalformat_query 1 +#endif /* GL_ARB_internalformat_query */ + +#ifndef GL_ARB_internalformat_query2 +#define GL_ARB_internalformat_query2 1 +#define GL_SRGB_DECODE_ARB 0x8299 +#define GL_VIEW_CLASS_EAC_R11 0x9383 +#define GL_VIEW_CLASS_EAC_RG11 0x9384 +#define GL_VIEW_CLASS_ETC2_RGB 0x9385 +#define GL_VIEW_CLASS_ETC2_RGBA 0x9386 +#define GL_VIEW_CLASS_ETC2_EAC_RGBA 0x9387 +#define GL_VIEW_CLASS_ASTC_4x4_RGBA 0x9388 +#define GL_VIEW_CLASS_ASTC_5x4_RGBA 0x9389 +#define GL_VIEW_CLASS_ASTC_5x5_RGBA 0x938A +#define GL_VIEW_CLASS_ASTC_6x5_RGBA 0x938B +#define GL_VIEW_CLASS_ASTC_6x6_RGBA 0x938C +#define GL_VIEW_CLASS_ASTC_8x5_RGBA 0x938D +#define GL_VIEW_CLASS_ASTC_8x6_RGBA 0x938E +#define GL_VIEW_CLASS_ASTC_8x8_RGBA 0x938F +#define GL_VIEW_CLASS_ASTC_10x5_RGBA 0x9390 +#define GL_VIEW_CLASS_ASTC_10x6_RGBA 0x9391 +#define GL_VIEW_CLASS_ASTC_10x8_RGBA 0x9392 +#define GL_VIEW_CLASS_ASTC_10x10_RGBA 0x9393 +#define GL_VIEW_CLASS_ASTC_12x10_RGBA 0x9394 +#define GL_VIEW_CLASS_ASTC_12x12_RGBA 0x9395 +#endif /* GL_ARB_internalformat_query2 */ + +#ifndef GL_ARB_invalidate_subdata +#define GL_ARB_invalidate_subdata 1 +#endif /* GL_ARB_invalidate_subdata */ + +#ifndef GL_ARB_map_buffer_alignment +#define GL_ARB_map_buffer_alignment 1 +#endif /* GL_ARB_map_buffer_alignment */ + +#ifndef GL_ARB_map_buffer_range +#define GL_ARB_map_buffer_range 1 +#endif /* GL_ARB_map_buffer_range */ + +#ifndef GL_ARB_matrix_palette +#define GL_ARB_matrix_palette 1 +#define GL_MATRIX_PALETTE_ARB 0x8840 +#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 +#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 +#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 +#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 +#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 +#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 +#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 +#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 +#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 +typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); +typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC) (GLint size, const GLubyte *indices); +typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC) (GLint size, const GLushort *indices); +typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC) (GLint size, const GLuint *indices); +typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCurrentPaletteMatrixARB (GLint index); +GLAPI void APIENTRY glMatrixIndexubvARB (GLint size, const GLubyte *indices); +GLAPI void APIENTRY glMatrixIndexusvARB (GLint size, const GLushort *indices); +GLAPI void APIENTRY glMatrixIndexuivARB (GLint size, const GLuint *indices); +GLAPI void APIENTRY glMatrixIndexPointerARB (GLint size, GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_ARB_matrix_palette */ + +#ifndef GL_ARB_multi_bind +#define GL_ARB_multi_bind 1 +#endif /* GL_ARB_multi_bind */ + +#ifndef GL_ARB_multi_draw_indirect +#define GL_ARB_multi_draw_indirect 1 +#endif /* GL_ARB_multi_draw_indirect */ + +#ifndef GL_ARB_multisample +#define GL_ARB_multisample 1 +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC) (GLfloat value, GLboolean invert); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSampleCoverageARB (GLfloat value, GLboolean invert); +#endif +#endif /* GL_ARB_multisample */ + +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTextureARB (GLenum texture); +GLAPI void APIENTRY glClientActiveTextureARB (GLenum texture); +GLAPI void APIENTRY glMultiTexCoord1dARB (GLenum target, GLdouble s); +GLAPI void APIENTRY glMultiTexCoord1dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord1fARB (GLenum target, GLfloat s); +GLAPI void APIENTRY glMultiTexCoord1fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord1iARB (GLenum target, GLint s); +GLAPI void APIENTRY glMultiTexCoord1ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord1sARB (GLenum target, GLshort s); +GLAPI void APIENTRY glMultiTexCoord1svARB (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord2dARB (GLenum target, GLdouble s, GLdouble t); +GLAPI void APIENTRY glMultiTexCoord2dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord2fARB (GLenum target, GLfloat s, GLfloat t); +GLAPI void APIENTRY glMultiTexCoord2fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord2iARB (GLenum target, GLint s, GLint t); +GLAPI void APIENTRY glMultiTexCoord2ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord2sARB (GLenum target, GLshort s, GLshort t); +GLAPI void APIENTRY glMultiTexCoord2svARB (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord3dARB (GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI void APIENTRY glMultiTexCoord3dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord3fARB (GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI void APIENTRY glMultiTexCoord3fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord3iARB (GLenum target, GLint s, GLint t, GLint r); +GLAPI void APIENTRY glMultiTexCoord3ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord3sARB (GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI void APIENTRY glMultiTexCoord3svARB (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord4dARB (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void APIENTRY glMultiTexCoord4dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord4fARB (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void APIENTRY glMultiTexCoord4fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord4iARB (GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI void APIENTRY glMultiTexCoord4ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord4sARB (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void APIENTRY glMultiTexCoord4svARB (GLenum target, const GLshort *v); +#endif +#endif /* GL_ARB_multitexture */ + +#ifndef GL_ARB_occlusion_query +#define GL_ARB_occlusion_query 1 +#define GL_QUERY_COUNTER_BITS_ARB 0x8864 +#define GL_CURRENT_QUERY_ARB 0x8865 +#define GL_QUERY_RESULT_ARB 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 +#define GL_SAMPLES_PASSED_ARB 0x8914 +typedef void (APIENTRYP PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYARBPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenQueriesARB (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteQueriesARB (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsQueryARB (GLuint id); +GLAPI void APIENTRY glBeginQueryARB (GLenum target, GLuint id); +GLAPI void APIENTRY glEndQueryARB (GLenum target); +GLAPI void APIENTRY glGetQueryivARB (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectivARB (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectuivARB (GLuint id, GLenum pname, GLuint *params); +#endif +#endif /* GL_ARB_occlusion_query */ + +#ifndef GL_ARB_occlusion_query2 +#define GL_ARB_occlusion_query2 1 +#endif /* GL_ARB_occlusion_query2 */ + +#ifndef GL_ARB_parallel_shader_compile +#define GL_ARB_parallel_shader_compile 1 +#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 +#define GL_COMPLETION_STATUS_ARB 0x91B1 +typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMaxShaderCompilerThreadsARB (GLuint count); +#endif +#endif /* GL_ARB_parallel_shader_compile */ + +#ifndef GL_ARB_pipeline_statistics_query +#define GL_ARB_pipeline_statistics_query 1 +#define GL_VERTICES_SUBMITTED_ARB 0x82EE +#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 +#endif /* GL_ARB_pipeline_statistics_query */ + +#ifndef GL_ARB_pixel_buffer_object +#define GL_ARB_pixel_buffer_object 1 +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF +#endif /* GL_ARB_pixel_buffer_object */ + +#ifndef GL_ARB_point_parameters +#define GL_ARB_point_parameters 1 +#define GL_POINT_SIZE_MIN_ARB 0x8126 +#define GL_POINT_SIZE_MAX_ARB 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 +typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameterfARB (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfvARB (GLenum pname, const GLfloat *params); +#endif +#endif /* GL_ARB_point_parameters */ + +#ifndef GL_ARB_point_sprite +#define GL_ARB_point_sprite 1 +#define GL_POINT_SPRITE_ARB 0x8861 +#define GL_COORD_REPLACE_ARB 0x8862 +#endif /* GL_ARB_point_sprite */ + +#ifndef GL_ARB_polygon_offset_clamp +#define GL_ARB_polygon_offset_clamp 1 +#endif /* GL_ARB_polygon_offset_clamp */ + +#ifndef GL_ARB_post_depth_coverage +#define GL_ARB_post_depth_coverage 1 +#endif /* GL_ARB_post_depth_coverage */ + +#ifndef GL_ARB_program_interface_query +#define GL_ARB_program_interface_query 1 +#endif /* GL_ARB_program_interface_query */ + +#ifndef GL_ARB_provoking_vertex +#define GL_ARB_provoking_vertex 1 +#endif /* GL_ARB_provoking_vertex */ + +#ifndef GL_ARB_query_buffer_object +#define GL_ARB_query_buffer_object 1 +#endif /* GL_ARB_query_buffer_object */ + +#ifndef GL_ARB_robust_buffer_access_behavior +#define GL_ARB_robust_buffer_access_behavior 1 +#endif /* GL_ARB_robust_buffer_access_behavior */ + +#ifndef GL_ARB_robustness +#define GL_ARB_robustness 1 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); +typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); +typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void *img); +typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +typedef void (APIENTRYP PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +typedef void (APIENTRYP PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +typedef void (APIENTRYP PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +typedef void (APIENTRYP PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort *values); +typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte *pattern); +typedef void (APIENTRYP PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +typedef void (APIENTRYP PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +typedef void (APIENTRYP PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void); +GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); +GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, void *img); +GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +GLAPI void APIENTRY glGetnMapdvARB (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +GLAPI void APIENTRY glGetnMapfvARB (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +GLAPI void APIENTRY glGetnMapivARB (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +GLAPI void APIENTRY glGetnPixelMapfvARB (GLenum map, GLsizei bufSize, GLfloat *values); +GLAPI void APIENTRY glGetnPixelMapuivARB (GLenum map, GLsizei bufSize, GLuint *values); +GLAPI void APIENTRY glGetnPixelMapusvARB (GLenum map, GLsizei bufSize, GLushort *values); +GLAPI void APIENTRY glGetnPolygonStippleARB (GLsizei bufSize, GLubyte *pattern); +GLAPI void APIENTRY glGetnColorTableARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +GLAPI void APIENTRY glGetnConvolutionFilterARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +GLAPI void APIENTRY glGetnSeparableFilterARB (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +GLAPI void APIENTRY glGetnHistogramARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI void APIENTRY glGetnMinmaxARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +#endif +#endif /* GL_ARB_robustness */ + +#ifndef GL_ARB_robustness_isolation +#define GL_ARB_robustness_isolation 1 +#endif /* GL_ARB_robustness_isolation */ + +#ifndef GL_ARB_sample_locations +#define GL_ARB_sample_locations 1 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 +#define GL_SAMPLE_LOCATION_ARB 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLEVALUATEDEPTHVALUESARBPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferSampleLocationsfvARB (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glNamedFramebufferSampleLocationsfvARB (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glEvaluateDepthValuesARB (void); +#endif +#endif /* GL_ARB_sample_locations */ + +#ifndef GL_ARB_sample_shading +#define GL_ARB_sample_shading 1 +#define GL_SAMPLE_SHADING_ARB 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value); +#endif +#endif /* GL_ARB_sample_shading */ + +#ifndef GL_ARB_sampler_objects +#define GL_ARB_sampler_objects 1 +#endif /* GL_ARB_sampler_objects */ + +#ifndef GL_ARB_seamless_cube_map +#define GL_ARB_seamless_cube_map 1 +#endif /* GL_ARB_seamless_cube_map */ + +#ifndef GL_ARB_seamless_cubemap_per_texture +#define GL_ARB_seamless_cubemap_per_texture 1 +#endif /* GL_ARB_seamless_cubemap_per_texture */ + +#ifndef GL_ARB_separate_shader_objects +#define GL_ARB_separate_shader_objects 1 +#endif /* GL_ARB_separate_shader_objects */ + +#ifndef GL_ARB_shader_atomic_counter_ops +#define GL_ARB_shader_atomic_counter_ops 1 +#endif /* GL_ARB_shader_atomic_counter_ops */ + +#ifndef GL_ARB_shader_atomic_counters +#define GL_ARB_shader_atomic_counters 1 +#endif /* GL_ARB_shader_atomic_counters */ + +#ifndef GL_ARB_shader_ballot +#define GL_ARB_shader_ballot 1 +#endif /* GL_ARB_shader_ballot */ + +#ifndef GL_ARB_shader_bit_encoding +#define GL_ARB_shader_bit_encoding 1 +#endif /* GL_ARB_shader_bit_encoding */ + +#ifndef GL_ARB_shader_clock +#define GL_ARB_shader_clock 1 +#endif /* GL_ARB_shader_clock */ + +#ifndef GL_ARB_shader_draw_parameters +#define GL_ARB_shader_draw_parameters 1 +#endif /* GL_ARB_shader_draw_parameters */ + +#ifndef GL_ARB_shader_group_vote +#define GL_ARB_shader_group_vote 1 +#endif /* GL_ARB_shader_group_vote */ + +#ifndef GL_ARB_shader_image_load_store +#define GL_ARB_shader_image_load_store 1 +#endif /* GL_ARB_shader_image_load_store */ + +#ifndef GL_ARB_shader_image_size +#define GL_ARB_shader_image_size 1 +#endif /* GL_ARB_shader_image_size */ + +#ifndef GL_ARB_shader_objects +#define GL_ARB_shader_objects 1 +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef char GLcharARB; +#define GL_PROGRAM_OBJECT_ARB 0x8B40 +#define GL_SHADER_OBJECT_ARB 0x8B48 +#define GL_OBJECT_TYPE_ARB 0x8B4E +#define GL_OBJECT_SUBTYPE_ARB 0x8B4F +#define GL_FLOAT_VEC2_ARB 0x8B50 +#define GL_FLOAT_VEC3_ARB 0x8B51 +#define GL_FLOAT_VEC4_ARB 0x8B52 +#define GL_INT_VEC2_ARB 0x8B53 +#define GL_INT_VEC3_ARB 0x8B54 +#define GL_INT_VEC4_ARB 0x8B55 +#define GL_BOOL_ARB 0x8B56 +#define GL_BOOL_VEC2_ARB 0x8B57 +#define GL_BOOL_VEC3_ARB 0x8B58 +#define GL_BOOL_VEC4_ARB 0x8B59 +#define GL_FLOAT_MAT2_ARB 0x8B5A +#define GL_FLOAT_MAT3_ARB 0x8B5B +#define GL_FLOAT_MAT4_ARB 0x8B5C +#define GL_SAMPLER_1D_ARB 0x8B5D +#define GL_SAMPLER_2D_ARB 0x8B5E +#define GL_SAMPLER_3D_ARB 0x8B5F +#define GL_SAMPLER_CUBE_ARB 0x8B60 +#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 +#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 +#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 +#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 +#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 +#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 +#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 +#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 +#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 +#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 +#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 +typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); +typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname); +typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); +typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); +typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); +typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); +typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void); +typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); +typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); +typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params); +typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDeleteObjectARB (GLhandleARB obj); +GLAPI GLhandleARB APIENTRY glGetHandleARB (GLenum pname); +GLAPI void APIENTRY glDetachObjectARB (GLhandleARB containerObj, GLhandleARB attachedObj); +GLAPI GLhandleARB APIENTRY glCreateShaderObjectARB (GLenum shaderType); +GLAPI void APIENTRY glShaderSourceARB (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); +GLAPI void APIENTRY glCompileShaderARB (GLhandleARB shaderObj); +GLAPI GLhandleARB APIENTRY glCreateProgramObjectARB (void); +GLAPI void APIENTRY glAttachObjectARB (GLhandleARB containerObj, GLhandleARB obj); +GLAPI void APIENTRY glLinkProgramARB (GLhandleARB programObj); +GLAPI void APIENTRY glUseProgramObjectARB (GLhandleARB programObj); +GLAPI void APIENTRY glValidateProgramARB (GLhandleARB programObj); +GLAPI void APIENTRY glUniform1fARB (GLint location, GLfloat v0); +GLAPI void APIENTRY glUniform2fARB (GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glUniform3fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glUniform4fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glUniform1iARB (GLint location, GLint v0); +GLAPI void APIENTRY glUniform2iARB (GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glUniform3iARB (GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glUniform4iARB (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glUniform1fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform2fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform3fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform4fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform1ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform2ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform3ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform4ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniformMatrix2fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glGetObjectParameterfvARB (GLhandleARB obj, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetObjectParameterivARB (GLhandleARB obj, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetInfoLogARB (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); +GLAPI void APIENTRY glGetAttachedObjectsARB (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); +GLAPI GLint APIENTRY glGetUniformLocationARB (GLhandleARB programObj, const GLcharARB *name); +GLAPI void APIENTRY glGetActiveUniformARB (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +GLAPI void APIENTRY glGetUniformfvARB (GLhandleARB programObj, GLint location, GLfloat *params); +GLAPI void APIENTRY glGetUniformivARB (GLhandleARB programObj, GLint location, GLint *params); +GLAPI void APIENTRY glGetShaderSourceARB (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); +#endif +#endif /* GL_ARB_shader_objects */ + +#ifndef GL_ARB_shader_precision +#define GL_ARB_shader_precision 1 +#endif /* GL_ARB_shader_precision */ + +#ifndef GL_ARB_shader_stencil_export +#define GL_ARB_shader_stencil_export 1 +#endif /* GL_ARB_shader_stencil_export */ + +#ifndef GL_ARB_shader_storage_buffer_object +#define GL_ARB_shader_storage_buffer_object 1 +#endif /* GL_ARB_shader_storage_buffer_object */ + +#ifndef GL_ARB_shader_subroutine +#define GL_ARB_shader_subroutine 1 +#endif /* GL_ARB_shader_subroutine */ + +#ifndef GL_ARB_shader_texture_image_samples +#define GL_ARB_shader_texture_image_samples 1 +#endif /* GL_ARB_shader_texture_image_samples */ + +#ifndef GL_ARB_shader_texture_lod +#define GL_ARB_shader_texture_lod 1 +#endif /* GL_ARB_shader_texture_lod */ + +#ifndef GL_ARB_shader_viewport_layer_array +#define GL_ARB_shader_viewport_layer_array 1 +#endif /* GL_ARB_shader_viewport_layer_array */ + +#ifndef GL_ARB_shading_language_100 +#define GL_ARB_shading_language_100 1 +#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C +#endif /* GL_ARB_shading_language_100 */ + +#ifndef GL_ARB_shading_language_420pack +#define GL_ARB_shading_language_420pack 1 +#endif /* GL_ARB_shading_language_420pack */ + +#ifndef GL_ARB_shading_language_include +#define GL_ARB_shading_language_include 1 +#define GL_SHADER_INCLUDE_ARB 0x8DAE +#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 +#define GL_NAMED_STRING_TYPE_ARB 0x8DEA +typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); +typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); +typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name); +GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); +GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name); +GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params); +#endif +#endif /* GL_ARB_shading_language_include */ + +#ifndef GL_ARB_shading_language_packing +#define GL_ARB_shading_language_packing 1 +#endif /* GL_ARB_shading_language_packing */ + +#ifndef GL_ARB_shadow +#define GL_ARB_shadow 1 +#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C +#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D +#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E +#endif /* GL_ARB_shadow */ + +#ifndef GL_ARB_shadow_ambient +#define GL_ARB_shadow_ambient 1 +#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF +#endif /* GL_ARB_shadow_ambient */ + +#ifndef GL_ARB_sparse_buffer +#define GL_ARB_sparse_buffer 1 +#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 +#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 +typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferPageCommitmentARB (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI void APIENTRY glNamedBufferPageCommitmentEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI void APIENTRY glNamedBufferPageCommitmentARB (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +#endif +#endif /* GL_ARB_sparse_buffer */ + +#ifndef GL_ARB_sparse_texture +#define GL_ARB_sparse_texture 1 +#define GL_TEXTURE_SPARSE_ARB 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 +#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA +#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 +#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 +typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexPageCommitmentARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#endif +#endif /* GL_ARB_sparse_texture */ + +#ifndef GL_ARB_sparse_texture2 +#define GL_ARB_sparse_texture2 1 +#endif /* GL_ARB_sparse_texture2 */ + +#ifndef GL_ARB_sparse_texture_clamp +#define GL_ARB_sparse_texture_clamp 1 +#endif /* GL_ARB_sparse_texture_clamp */ + +#ifndef GL_ARB_spirv_extensions +#define GL_ARB_spirv_extensions 1 +#endif /* GL_ARB_spirv_extensions */ + +#ifndef GL_ARB_stencil_texturing +#define GL_ARB_stencil_texturing 1 +#endif /* GL_ARB_stencil_texturing */ + +#ifndef GL_ARB_sync +#define GL_ARB_sync 1 +#endif /* GL_ARB_sync */ + +#ifndef GL_ARB_tessellation_shader +#define GL_ARB_tessellation_shader 1 +#endif /* GL_ARB_tessellation_shader */ + +#ifndef GL_ARB_texture_barrier +#define GL_ARB_texture_barrier 1 +#endif /* GL_ARB_texture_barrier */ + +#ifndef GL_ARB_texture_border_clamp +#define GL_ARB_texture_border_clamp 1 +#define GL_CLAMP_TO_BORDER_ARB 0x812D +#endif /* GL_ARB_texture_border_clamp */ + +#ifndef GL_ARB_texture_buffer_object +#define GL_ARB_texture_buffer_object 1 +#define GL_TEXTURE_BUFFER_ARB 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E +typedef void (APIENTRYP PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexBufferARB (GLenum target, GLenum internalformat, GLuint buffer); +#endif +#endif /* GL_ARB_texture_buffer_object */ + +#ifndef GL_ARB_texture_buffer_object_rgb32 +#define GL_ARB_texture_buffer_object_rgb32 1 +#endif /* GL_ARB_texture_buffer_object_rgb32 */ + +#ifndef GL_ARB_texture_buffer_range +#define GL_ARB_texture_buffer_range 1 +#endif /* GL_ARB_texture_buffer_range */ + +#ifndef GL_ARB_texture_compression +#define GL_ARB_texture_compression 1 +#define GL_COMPRESSED_ALPHA_ARB 0x84E9 +#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB +#define GL_COMPRESSED_INTENSITY_ARB 0x84EC +#define GL_COMPRESSED_RGB_ARB 0x84ED +#define GL_COMPRESSED_RGBA_ARB 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 +#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint level, void *img); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCompressedTexImage3DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage2DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage1DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage3DARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage2DARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage1DARB (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glGetCompressedTexImageARB (GLenum target, GLint level, void *img); +#endif +#endif /* GL_ARB_texture_compression */ + +#ifndef GL_ARB_texture_compression_bptc +#define GL_ARB_texture_compression_bptc 1 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F +#endif /* GL_ARB_texture_compression_bptc */ + +#ifndef GL_ARB_texture_compression_rgtc +#define GL_ARB_texture_compression_rgtc 1 +#endif /* GL_ARB_texture_compression_rgtc */ + +#ifndef GL_ARB_texture_cube_map +#define GL_ARB_texture_cube_map 1 +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C +#endif /* GL_ARB_texture_cube_map */ + +#ifndef GL_ARB_texture_cube_map_array +#define GL_ARB_texture_cube_map_array 1 +#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F +#endif /* GL_ARB_texture_cube_map_array */ + +#ifndef GL_ARB_texture_env_add +#define GL_ARB_texture_env_add 1 +#endif /* GL_ARB_texture_env_add */ + +#ifndef GL_ARB_texture_env_combine +#define GL_ARB_texture_env_combine 1 +#define GL_COMBINE_ARB 0x8570 +#define GL_COMBINE_RGB_ARB 0x8571 +#define GL_COMBINE_ALPHA_ARB 0x8572 +#define GL_SOURCE0_RGB_ARB 0x8580 +#define GL_SOURCE1_RGB_ARB 0x8581 +#define GL_SOURCE2_RGB_ARB 0x8582 +#define GL_SOURCE0_ALPHA_ARB 0x8588 +#define GL_SOURCE1_ALPHA_ARB 0x8589 +#define GL_SOURCE2_ALPHA_ARB 0x858A +#define GL_OPERAND0_RGB_ARB 0x8590 +#define GL_OPERAND1_RGB_ARB 0x8591 +#define GL_OPERAND2_RGB_ARB 0x8592 +#define GL_OPERAND0_ALPHA_ARB 0x8598 +#define GL_OPERAND1_ALPHA_ARB 0x8599 +#define GL_OPERAND2_ALPHA_ARB 0x859A +#define GL_RGB_SCALE_ARB 0x8573 +#define GL_ADD_SIGNED_ARB 0x8574 +#define GL_INTERPOLATE_ARB 0x8575 +#define GL_SUBTRACT_ARB 0x84E7 +#define GL_CONSTANT_ARB 0x8576 +#define GL_PRIMARY_COLOR_ARB 0x8577 +#define GL_PREVIOUS_ARB 0x8578 +#endif /* GL_ARB_texture_env_combine */ + +#ifndef GL_ARB_texture_env_crossbar +#define GL_ARB_texture_env_crossbar 1 +#endif /* GL_ARB_texture_env_crossbar */ + +#ifndef GL_ARB_texture_env_dot3 +#define GL_ARB_texture_env_dot3 1 +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGBA_ARB 0x86AF +#endif /* GL_ARB_texture_env_dot3 */ + +#ifndef GL_ARB_texture_filter_anisotropic +#define GL_ARB_texture_filter_anisotropic 1 +#endif /* GL_ARB_texture_filter_anisotropic */ + +#ifndef GL_ARB_texture_filter_minmax +#define GL_ARB_texture_filter_minmax 1 +#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 +#define GL_WEIGHTED_AVERAGE_ARB 0x9367 +#endif /* GL_ARB_texture_filter_minmax */ + +#ifndef GL_ARB_texture_float +#define GL_ARB_texture_float 1 +#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 +#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 +#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 +#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 +#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 +#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 +#define GL_RGBA32F_ARB 0x8814 +#define GL_RGB32F_ARB 0x8815 +#define GL_ALPHA32F_ARB 0x8816 +#define GL_INTENSITY32F_ARB 0x8817 +#define GL_LUMINANCE32F_ARB 0x8818 +#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 +#define GL_RGBA16F_ARB 0x881A +#define GL_RGB16F_ARB 0x881B +#define GL_ALPHA16F_ARB 0x881C +#define GL_INTENSITY16F_ARB 0x881D +#define GL_LUMINANCE16F_ARB 0x881E +#define GL_LUMINANCE_ALPHA16F_ARB 0x881F +#endif /* GL_ARB_texture_float */ + +#ifndef GL_ARB_texture_gather +#define GL_ARB_texture_gather 1 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F +#endif /* GL_ARB_texture_gather */ + +#ifndef GL_ARB_texture_mirror_clamp_to_edge +#define GL_ARB_texture_mirror_clamp_to_edge 1 +#endif /* GL_ARB_texture_mirror_clamp_to_edge */ + +#ifndef GL_ARB_texture_mirrored_repeat +#define GL_ARB_texture_mirrored_repeat 1 +#define GL_MIRRORED_REPEAT_ARB 0x8370 +#endif /* GL_ARB_texture_mirrored_repeat */ + +#ifndef GL_ARB_texture_multisample +#define GL_ARB_texture_multisample 1 +#endif /* GL_ARB_texture_multisample */ + +#ifndef GL_ARB_texture_non_power_of_two +#define GL_ARB_texture_non_power_of_two 1 +#endif /* GL_ARB_texture_non_power_of_two */ + +#ifndef GL_ARB_texture_query_levels +#define GL_ARB_texture_query_levels 1 +#endif /* GL_ARB_texture_query_levels */ + +#ifndef GL_ARB_texture_query_lod +#define GL_ARB_texture_query_lod 1 +#endif /* GL_ARB_texture_query_lod */ + +#ifndef GL_ARB_texture_rectangle +#define GL_ARB_texture_rectangle 1 +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +#endif /* GL_ARB_texture_rectangle */ + +#ifndef GL_ARB_texture_rg +#define GL_ARB_texture_rg 1 +#endif /* GL_ARB_texture_rg */ + +#ifndef GL_ARB_texture_rgb10_a2ui +#define GL_ARB_texture_rgb10_a2ui 1 +#endif /* GL_ARB_texture_rgb10_a2ui */ + +#ifndef GL_ARB_texture_stencil8 +#define GL_ARB_texture_stencil8 1 +#endif /* GL_ARB_texture_stencil8 */ + +#ifndef GL_ARB_texture_storage +#define GL_ARB_texture_storage 1 +#endif /* GL_ARB_texture_storage */ + +#ifndef GL_ARB_texture_storage_multisample +#define GL_ARB_texture_storage_multisample 1 +#endif /* GL_ARB_texture_storage_multisample */ + +#ifndef GL_ARB_texture_swizzle +#define GL_ARB_texture_swizzle 1 +#endif /* GL_ARB_texture_swizzle */ + +#ifndef GL_ARB_texture_view +#define GL_ARB_texture_view 1 +#endif /* GL_ARB_texture_view */ + +#ifndef GL_ARB_timer_query +#define GL_ARB_timer_query 1 +#endif /* GL_ARB_timer_query */ + +#ifndef GL_ARB_transform_feedback2 +#define GL_ARB_transform_feedback2 1 +#endif /* GL_ARB_transform_feedback2 */ + +#ifndef GL_ARB_transform_feedback3 +#define GL_ARB_transform_feedback3 1 +#endif /* GL_ARB_transform_feedback3 */ + +#ifndef GL_ARB_transform_feedback_instanced +#define GL_ARB_transform_feedback_instanced 1 +#endif /* GL_ARB_transform_feedback_instanced */ + +#ifndef GL_ARB_transform_feedback_overflow_query +#define GL_ARB_transform_feedback_overflow_query 1 +#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED +#endif /* GL_ARB_transform_feedback_overflow_query */ + +#ifndef GL_ARB_transpose_matrix +#define GL_ARB_transpose_matrix 1 +#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLoadTransposeMatrixfARB (const GLfloat *m); +GLAPI void APIENTRY glLoadTransposeMatrixdARB (const GLdouble *m); +GLAPI void APIENTRY glMultTransposeMatrixfARB (const GLfloat *m); +GLAPI void APIENTRY glMultTransposeMatrixdARB (const GLdouble *m); +#endif +#endif /* GL_ARB_transpose_matrix */ + +#ifndef GL_ARB_uniform_buffer_object +#define GL_ARB_uniform_buffer_object 1 +#endif /* GL_ARB_uniform_buffer_object */ + +#ifndef GL_ARB_vertex_array_bgra +#define GL_ARB_vertex_array_bgra 1 +#endif /* GL_ARB_vertex_array_bgra */ + +#ifndef GL_ARB_vertex_array_object +#define GL_ARB_vertex_array_object 1 +#endif /* GL_ARB_vertex_array_object */ + +#ifndef GL_ARB_vertex_attrib_64bit +#define GL_ARB_vertex_attrib_64bit 1 +#endif /* GL_ARB_vertex_attrib_64bit */ + +#ifndef GL_ARB_vertex_attrib_binding +#define GL_ARB_vertex_attrib_binding 1 +#endif /* GL_ARB_vertex_attrib_binding */ + +#ifndef GL_ARB_vertex_blend +#define GL_ARB_vertex_blend 1 +#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 +#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 +#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 +#define GL_VERTEX_BLEND_ARB 0x86A7 +#define GL_CURRENT_WEIGHT_ARB 0x86A8 +#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 +#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA +#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB +#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC +#define GL_WEIGHT_ARRAY_ARB 0x86AD +#define GL_MODELVIEW0_ARB 0x1700 +#define GL_MODELVIEW1_ARB 0x850A +#define GL_MODELVIEW2_ARB 0x8722 +#define GL_MODELVIEW3_ARB 0x8723 +#define GL_MODELVIEW4_ARB 0x8724 +#define GL_MODELVIEW5_ARB 0x8725 +#define GL_MODELVIEW6_ARB 0x8726 +#define GL_MODELVIEW7_ARB 0x8727 +#define GL_MODELVIEW8_ARB 0x8728 +#define GL_MODELVIEW9_ARB 0x8729 +#define GL_MODELVIEW10_ARB 0x872A +#define GL_MODELVIEW11_ARB 0x872B +#define GL_MODELVIEW12_ARB 0x872C +#define GL_MODELVIEW13_ARB 0x872D +#define GL_MODELVIEW14_ARB 0x872E +#define GL_MODELVIEW15_ARB 0x872F +#define GL_MODELVIEW16_ARB 0x8730 +#define GL_MODELVIEW17_ARB 0x8731 +#define GL_MODELVIEW18_ARB 0x8732 +#define GL_MODELVIEW19_ARB 0x8733 +#define GL_MODELVIEW20_ARB 0x8734 +#define GL_MODELVIEW21_ARB 0x8735 +#define GL_MODELVIEW22_ARB 0x8736 +#define GL_MODELVIEW23_ARB 0x8737 +#define GL_MODELVIEW24_ARB 0x8738 +#define GL_MODELVIEW25_ARB 0x8739 +#define GL_MODELVIEW26_ARB 0x873A +#define GL_MODELVIEW27_ARB 0x873B +#define GL_MODELVIEW28_ARB 0x873C +#define GL_MODELVIEW29_ARB 0x873D +#define GL_MODELVIEW30_ARB 0x873E +#define GL_MODELVIEW31_ARB 0x873F +typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC) (GLint size, const GLbyte *weights); +typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC) (GLint size, const GLshort *weights); +typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC) (GLint size, const GLint *weights); +typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC) (GLint size, const GLfloat *weights); +typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC) (GLint size, const GLdouble *weights); +typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC) (GLint size, const GLubyte *weights); +typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC) (GLint size, const GLushort *weights); +typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC) (GLint size, const GLuint *weights); +typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC) (GLint count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWeightbvARB (GLint size, const GLbyte *weights); +GLAPI void APIENTRY glWeightsvARB (GLint size, const GLshort *weights); +GLAPI void APIENTRY glWeightivARB (GLint size, const GLint *weights); +GLAPI void APIENTRY glWeightfvARB (GLint size, const GLfloat *weights); +GLAPI void APIENTRY glWeightdvARB (GLint size, const GLdouble *weights); +GLAPI void APIENTRY glWeightubvARB (GLint size, const GLubyte *weights); +GLAPI void APIENTRY glWeightusvARB (GLint size, const GLushort *weights); +GLAPI void APIENTRY glWeightuivARB (GLint size, const GLuint *weights); +GLAPI void APIENTRY glWeightPointerARB (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glVertexBlendARB (GLint count); +#endif +#endif /* GL_ARB_vertex_blend */ + +#ifndef GL_ARB_vertex_buffer_object +#define GL_ARB_vertex_buffer_object 1 +typedef khronos_ssize_t GLsizeiptrARB; +typedef khronos_intptr_t GLintptrARB; +#define GL_BUFFER_SIZE_ARB 0x8764 +#define GL_BUFFER_USAGE_ARB 0x8765 +#define GL_ARRAY_BUFFER_ARB 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 +#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 +#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F +#define GL_READ_ONLY_ARB 0x88B8 +#define GL_WRITE_ONLY_ARB 0x88B9 +#define GL_READ_WRITE_ARB 0x88BA +#define GL_BUFFER_ACCESS_ARB 0x88BB +#define GL_BUFFER_MAPPED_ARB 0x88BC +#define GL_BUFFER_MAP_POINTER_ARB 0x88BD +#define GL_STREAM_DRAW_ARB 0x88E0 +#define GL_STREAM_READ_ARB 0x88E1 +#define GL_STREAM_COPY_ARB 0x88E2 +#define GL_STATIC_DRAW_ARB 0x88E4 +#define GL_STATIC_READ_ARB 0x88E5 +#define GL_STATIC_COPY_ARB 0x88E6 +#define GL_DYNAMIC_DRAW_ARB 0x88E8 +#define GL_DYNAMIC_READ_ARB 0x88E9 +#define GL_DYNAMIC_COPY_ARB 0x88EA +typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers); +typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); +typedef void *(APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBufferARB (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffersARB (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffersARB (GLsizei n, GLuint *buffers); +GLAPI GLboolean APIENTRY glIsBufferARB (GLuint buffer); +GLAPI void APIENTRY glBufferDataARB (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubDataARB (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); +GLAPI void APIENTRY glGetBufferSubDataARB (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); +GLAPI void *APIENTRY glMapBufferARB (GLenum target, GLenum access); +GLAPI GLboolean APIENTRY glUnmapBufferARB (GLenum target); +GLAPI void APIENTRY glGetBufferParameterivARB (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetBufferPointervARB (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_ARB_vertex_buffer_object */ + +#ifndef GL_ARB_vertex_program +#define GL_ARB_vertex_program 1 +#define GL_COLOR_SUM_ARB 0x8458 +#define GL_VERTEX_PROGRAM_ARB 0x8620 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 +#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A +#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 +#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 +#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 +#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void **pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttrib1dARB (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1fARB (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1sARB (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2dARB (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2fARB (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2sARB (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3dARB (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3fARB (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3sARB (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4NbvARB (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4NivARB (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4NsvARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4NubARB (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4NubvARB (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4NuivARB (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4NusvARB (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttrib4bvARB (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4dARB (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4fARB (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4ivARB (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4sARB (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubvARB (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4uivARB (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4usvARB (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribPointerARB (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glEnableVertexAttribArrayARB (GLuint index); +GLAPI void APIENTRY glDisableVertexAttribArrayARB (GLuint index); +GLAPI void APIENTRY glGetVertexAttribdvARB (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfvARB (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribivARB (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointervARB (GLuint index, GLenum pname, void **pointer); +#endif +#endif /* GL_ARB_vertex_program */ + +#ifndef GL_ARB_vertex_shader +#define GL_ARB_vertex_shader 1 +#define GL_VERTEX_SHADER_ARB 0x8B31 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A +#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D +#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 +#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name); +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindAttribLocationARB (GLhandleARB programObj, GLuint index, const GLcharARB *name); +GLAPI void APIENTRY glGetActiveAttribARB (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +GLAPI GLint APIENTRY glGetAttribLocationARB (GLhandleARB programObj, const GLcharARB *name); +#endif +#endif /* GL_ARB_vertex_shader */ + +#ifndef GL_ARB_vertex_type_10f_11f_11f_rev +#define GL_ARB_vertex_type_10f_11f_11f_rev 1 +#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */ + +#ifndef GL_ARB_vertex_type_2_10_10_10_rev +#define GL_ARB_vertex_type_2_10_10_10_rev 1 +#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ + +#ifndef GL_ARB_viewport_array +#define GL_ARB_viewport_array 1 +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYDVNVPROC) (GLuint first, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDDNVPROC) (GLuint index, GLdouble n, GLdouble f); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDepthRangeArraydvNV (GLuint first, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glDepthRangeIndexeddNV (GLuint index, GLdouble n, GLdouble f); +#endif +#endif /* GL_ARB_viewport_array */ + +#ifndef GL_ARB_window_pos +#define GL_ARB_window_pos 1 +typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); +typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC) (const GLshort *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWindowPos2dARB (GLdouble x, GLdouble y); +GLAPI void APIENTRY glWindowPos2dvARB (const GLdouble *v); +GLAPI void APIENTRY glWindowPos2fARB (GLfloat x, GLfloat y); +GLAPI void APIENTRY glWindowPos2fvARB (const GLfloat *v); +GLAPI void APIENTRY glWindowPos2iARB (GLint x, GLint y); +GLAPI void APIENTRY glWindowPos2ivARB (const GLint *v); +GLAPI void APIENTRY glWindowPos2sARB (GLshort x, GLshort y); +GLAPI void APIENTRY glWindowPos2svARB (const GLshort *v); +GLAPI void APIENTRY glWindowPos3dARB (GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glWindowPos3dvARB (const GLdouble *v); +GLAPI void APIENTRY glWindowPos3fARB (GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glWindowPos3fvARB (const GLfloat *v); +GLAPI void APIENTRY glWindowPos3iARB (GLint x, GLint y, GLint z); +GLAPI void APIENTRY glWindowPos3ivARB (const GLint *v); +GLAPI void APIENTRY glWindowPos3sARB (GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glWindowPos3svARB (const GLshort *v); +#endif +#endif /* GL_ARB_window_pos */ + +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_LUMINOSITY_KHR 0x92B0 +typedef void (APIENTRYP PFNGLBLENDBARRIERKHRPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendBarrierKHR (void); +#endif +#endif /* GL_KHR_blend_equation_advanced */ + +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#endif /* GL_KHR_blend_equation_advanced_coherent */ + +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 +#endif /* GL_KHR_context_flush_control */ + +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +#endif /* GL_KHR_debug */ + +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 +#endif /* GL_KHR_no_error */ + +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_COMPLETION_STATUS_KHR 0x91B1 +typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMaxShaderCompilerThreadsKHR (GLuint count); +#endif +#endif /* GL_KHR_parallel_shader_compile */ + +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 +#endif /* GL_KHR_robust_buffer_access_behavior */ + +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 +#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 +#endif /* GL_KHR_robustness */ + +#ifndef GL_KHR_shader_subgroup +#define GL_KHR_shader_subgroup 1 +#define GL_SUBGROUP_SIZE_KHR 0x9532 +#define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 +#define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 +#define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 +#define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 +#define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 +#define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 +#define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 +#define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 +#define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 +#define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 +#define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 +#endif /* GL_KHR_shader_subgroup */ + +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#endif /* GL_KHR_texture_compression_astc_hdr */ + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +#endif /* GL_KHR_texture_compression_astc_ldr */ + +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 +#endif /* GL_KHR_texture_compression_astc_sliced_3d */ + +#ifndef GL_OES_byte_coordinates +#define GL_OES_byte_coordinates 1 +typedef void (APIENTRYP PFNGLMULTITEXCOORD1BOESPROC) (GLenum texture, GLbyte s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2BOESPROC) (GLenum texture, GLbyte s, GLbyte t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3BOESPROC) (GLenum texture, GLbyte s, GLbyte t, GLbyte r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4BOESPROC) (GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD1BOESPROC) (GLbyte s); +typedef void (APIENTRYP PFNGLTEXCOORD1BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD2BOESPROC) (GLbyte s, GLbyte t); +typedef void (APIENTRYP PFNGLTEXCOORD2BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD3BOESPROC) (GLbyte s, GLbyte t, GLbyte r); +typedef void (APIENTRYP PFNGLTEXCOORD3BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD4BOESPROC) (GLbyte s, GLbyte t, GLbyte r, GLbyte q); +typedef void (APIENTRYP PFNGLTEXCOORD4BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLVERTEX2BOESPROC) (GLbyte x, GLbyte y); +typedef void (APIENTRYP PFNGLVERTEX2BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLVERTEX3BOESPROC) (GLbyte x, GLbyte y, GLbyte z); +typedef void (APIENTRYP PFNGLVERTEX3BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLVERTEX4BOESPROC) (GLbyte x, GLbyte y, GLbyte z, GLbyte w); +typedef void (APIENTRYP PFNGLVERTEX4BVOESPROC) (const GLbyte *coords); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiTexCoord1bOES (GLenum texture, GLbyte s); +GLAPI void APIENTRY glMultiTexCoord1bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glMultiTexCoord2bOES (GLenum texture, GLbyte s, GLbyte t); +GLAPI void APIENTRY glMultiTexCoord2bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glMultiTexCoord3bOES (GLenum texture, GLbyte s, GLbyte t, GLbyte r); +GLAPI void APIENTRY glMultiTexCoord3bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glMultiTexCoord4bOES (GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); +GLAPI void APIENTRY glMultiTexCoord4bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glTexCoord1bOES (GLbyte s); +GLAPI void APIENTRY glTexCoord1bvOES (const GLbyte *coords); +GLAPI void APIENTRY glTexCoord2bOES (GLbyte s, GLbyte t); +GLAPI void APIENTRY glTexCoord2bvOES (const GLbyte *coords); +GLAPI void APIENTRY glTexCoord3bOES (GLbyte s, GLbyte t, GLbyte r); +GLAPI void APIENTRY glTexCoord3bvOES (const GLbyte *coords); +GLAPI void APIENTRY glTexCoord4bOES (GLbyte s, GLbyte t, GLbyte r, GLbyte q); +GLAPI void APIENTRY glTexCoord4bvOES (const GLbyte *coords); +GLAPI void APIENTRY glVertex2bOES (GLbyte x, GLbyte y); +GLAPI void APIENTRY glVertex2bvOES (const GLbyte *coords); +GLAPI void APIENTRY glVertex3bOES (GLbyte x, GLbyte y, GLbyte z); +GLAPI void APIENTRY glVertex3bvOES (const GLbyte *coords); +GLAPI void APIENTRY glVertex4bOES (GLbyte x, GLbyte y, GLbyte z, GLbyte w); +GLAPI void APIENTRY glVertex4bvOES (const GLbyte *coords); +#endif +#endif /* GL_OES_byte_coordinates */ + +#ifndef GL_OES_compressed_paletted_texture +#define GL_OES_compressed_paletted_texture 1 +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 +#endif /* GL_OES_compressed_paletted_texture */ + +#ifndef GL_OES_fixed_point +#define GL_OES_fixed_point 1 +typedef khronos_int32_t GLfixed; +#define GL_FIXED_OES 0x140C +typedef void (APIENTRYP PFNGLALPHAFUNCXOESPROC) (GLenum func, GLfixed ref); +typedef void (APIENTRYP PFNGLCLEARCOLORXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLCLEARDEPTHXOESPROC) (GLfixed depth); +typedef void (APIENTRYP PFNGLCLIPPLANEXOESPROC) (GLenum plane, const GLfixed *equation); +typedef void (APIENTRYP PFNGLCOLOR4XOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLDEPTHRANGEXOESPROC) (GLfixed n, GLfixed f); +typedef void (APIENTRYP PFNGLFOGXOESPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLFOGXVOESPROC) (GLenum pname, const GLfixed *param); +typedef void (APIENTRYP PFNGLFRUSTUMXOESPROC) (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +typedef void (APIENTRYP PFNGLGETCLIPPLANEXOESPROC) (GLenum plane, GLfixed *equation); +typedef void (APIENTRYP PFNGLGETFIXEDVOESPROC) (GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETTEXENVXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLLIGHTMODELXOESPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLLIGHTMODELXVOESPROC) (GLenum pname, const GLfixed *param); +typedef void (APIENTRYP PFNGLLIGHTXOESPROC) (GLenum light, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLLIGHTXVOESPROC) (GLenum light, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLLINEWIDTHXOESPROC) (GLfixed width); +typedef void (APIENTRYP PFNGLLOADMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMATERIALXOESPROC) (GLenum face, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLMATERIALXVOESPROC) (GLenum face, GLenum pname, const GLfixed *param); +typedef void (APIENTRYP PFNGLMULTMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4XOESPROC) (GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (APIENTRYP PFNGLNORMAL3XOESPROC) (GLfixed nx, GLfixed ny, GLfixed nz); +typedef void (APIENTRYP PFNGLORTHOXOESPROC) (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +typedef void (APIENTRYP PFNGLPOINTPARAMETERXVOESPROC) (GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLPOINTSIZEXOESPROC) (GLfixed size); +typedef void (APIENTRYP PFNGLPOLYGONOFFSETXOESPROC) (GLfixed factor, GLfixed units); +typedef void (APIENTRYP PFNGLROTATEXOESPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLSCALEXOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLTEXENVXOESPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLTEXENVXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERXOESPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLTEXPARAMETERXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLTRANSLATEXOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLACCUMXOESPROC) (GLenum op, GLfixed value); +typedef void (APIENTRYP PFNGLBITMAPXOESPROC) (GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); +typedef void (APIENTRYP PFNGLBLENDCOLORXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLCLEARACCUMXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLCOLOR3XOESPROC) (GLfixed red, GLfixed green, GLfixed blue); +typedef void (APIENTRYP PFNGLCOLOR3XVOESPROC) (const GLfixed *components); +typedef void (APIENTRYP PFNGLCOLOR4XVOESPROC) (const GLfixed *components); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXOESPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLEVALCOORD1XOESPROC) (GLfixed u); +typedef void (APIENTRYP PFNGLEVALCOORD1XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLEVALCOORD2XOESPROC) (GLfixed u, GLfixed v); +typedef void (APIENTRYP PFNGLEVALCOORD2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERXOESPROC) (GLsizei n, GLenum type, const GLfixed *buffer); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETLIGHTXOESPROC) (GLenum light, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETMAPXVOESPROC) (GLenum target, GLenum query, GLfixed *v); +typedef void (APIENTRYP PFNGLGETMATERIALXOESPROC) (GLenum face, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLGETPIXELMAPXVPROC) (GLenum map, GLint size, GLfixed *values); +typedef void (APIENTRYP PFNGLGETTEXGENXVOESPROC) (GLenum coord, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERXVOESPROC) (GLenum target, GLint level, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLINDEXXOESPROC) (GLfixed component); +typedef void (APIENTRYP PFNGLINDEXXVOESPROC) (const GLfixed *component); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMAP1XOESPROC) (GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); +typedef void (APIENTRYP PFNGLMAP2XOESPROC) (GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); +typedef void (APIENTRYP PFNGLMAPGRID1XOESPROC) (GLint n, GLfixed u1, GLfixed u2); +typedef void (APIENTRYP PFNGLMAPGRID2XOESPROC) (GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1XOESPROC) (GLenum texture, GLfixed s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2XOESPROC) (GLenum texture, GLfixed s, GLfixed t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3XOESPROC) (GLenum texture, GLfixed s, GLfixed t, GLfixed r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLNORMAL3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLPASSTHROUGHXOESPROC) (GLfixed token); +typedef void (APIENTRYP PFNGLPIXELMAPXPROC) (GLenum map, GLint size, const GLfixed *values); +typedef void (APIENTRYP PFNGLPIXELSTOREXPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLPIXELTRANSFERXOESPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLPIXELZOOMXOESPROC) (GLfixed xfactor, GLfixed yfactor); +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESXOESPROC) (GLsizei n, const GLuint *textures, const GLfixed *priorities); +typedef void (APIENTRYP PFNGLRASTERPOS2XOESPROC) (GLfixed x, GLfixed y); +typedef void (APIENTRYP PFNGLRASTERPOS2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLRASTERPOS3XOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLRASTERPOS3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLRASTERPOS4XOESPROC) (GLfixed x, GLfixed y, GLfixed z, GLfixed w); +typedef void (APIENTRYP PFNGLRASTERPOS4XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLRECTXOESPROC) (GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); +typedef void (APIENTRYP PFNGLRECTXVOESPROC) (const GLfixed *v1, const GLfixed *v2); +typedef void (APIENTRYP PFNGLTEXCOORD1XOESPROC) (GLfixed s); +typedef void (APIENTRYP PFNGLTEXCOORD1XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXCOORD2XOESPROC) (GLfixed s, GLfixed t); +typedef void (APIENTRYP PFNGLTEXCOORD2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXCOORD3XOESPROC) (GLfixed s, GLfixed t, GLfixed r); +typedef void (APIENTRYP PFNGLTEXCOORD3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXCOORD4XOESPROC) (GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (APIENTRYP PFNGLTEXCOORD4XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXGENXOESPROC) (GLenum coord, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLTEXGENXVOESPROC) (GLenum coord, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLVERTEX2XOESPROC) (GLfixed x); +typedef void (APIENTRYP PFNGLVERTEX2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLVERTEX3XOESPROC) (GLfixed x, GLfixed y); +typedef void (APIENTRYP PFNGLVERTEX3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLVERTEX4XOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLVERTEX4XVOESPROC) (const GLfixed *coords); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glAlphaFuncxOES (GLenum func, GLfixed ref); +GLAPI void APIENTRY glClearColorxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glClearDepthxOES (GLfixed depth); +GLAPI void APIENTRY glClipPlanexOES (GLenum plane, const GLfixed *equation); +GLAPI void APIENTRY glColor4xOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glDepthRangexOES (GLfixed n, GLfixed f); +GLAPI void APIENTRY glFogxOES (GLenum pname, GLfixed param); +GLAPI void APIENTRY glFogxvOES (GLenum pname, const GLfixed *param); +GLAPI void APIENTRY glFrustumxOES (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +GLAPI void APIENTRY glGetClipPlanexOES (GLenum plane, GLfixed *equation); +GLAPI void APIENTRY glGetFixedvOES (GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetTexEnvxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetTexParameterxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glLightModelxOES (GLenum pname, GLfixed param); +GLAPI void APIENTRY glLightModelxvOES (GLenum pname, const GLfixed *param); +GLAPI void APIENTRY glLightxOES (GLenum light, GLenum pname, GLfixed param); +GLAPI void APIENTRY glLightxvOES (GLenum light, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glLineWidthxOES (GLfixed width); +GLAPI void APIENTRY glLoadMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMaterialxOES (GLenum face, GLenum pname, GLfixed param); +GLAPI void APIENTRY glMaterialxvOES (GLenum face, GLenum pname, const GLfixed *param); +GLAPI void APIENTRY glMultMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMultiTexCoord4xOES (GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +GLAPI void APIENTRY glNormal3xOES (GLfixed nx, GLfixed ny, GLfixed nz); +GLAPI void APIENTRY glOrthoxOES (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +GLAPI void APIENTRY glPointParameterxvOES (GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glPointSizexOES (GLfixed size); +GLAPI void APIENTRY glPolygonOffsetxOES (GLfixed factor, GLfixed units); +GLAPI void APIENTRY glRotatexOES (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glScalexOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glTexEnvxOES (GLenum target, GLenum pname, GLfixed param); +GLAPI void APIENTRY glTexEnvxvOES (GLenum target, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glTexParameterxOES (GLenum target, GLenum pname, GLfixed param); +GLAPI void APIENTRY glTexParameterxvOES (GLenum target, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glTranslatexOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glAccumxOES (GLenum op, GLfixed value); +GLAPI void APIENTRY glBitmapxOES (GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); +GLAPI void APIENTRY glBlendColorxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glClearAccumxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glColor3xOES (GLfixed red, GLfixed green, GLfixed blue); +GLAPI void APIENTRY glColor3xvOES (const GLfixed *components); +GLAPI void APIENTRY glColor4xvOES (const GLfixed *components); +GLAPI void APIENTRY glConvolutionParameterxOES (GLenum target, GLenum pname, GLfixed param); +GLAPI void APIENTRY glConvolutionParameterxvOES (GLenum target, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glEvalCoord1xOES (GLfixed u); +GLAPI void APIENTRY glEvalCoord1xvOES (const GLfixed *coords); +GLAPI void APIENTRY glEvalCoord2xOES (GLfixed u, GLfixed v); +GLAPI void APIENTRY glEvalCoord2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glFeedbackBufferxOES (GLsizei n, GLenum type, const GLfixed *buffer); +GLAPI void APIENTRY glGetConvolutionParameterxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetHistogramParameterxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetLightxOES (GLenum light, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetMapxvOES (GLenum target, GLenum query, GLfixed *v); +GLAPI void APIENTRY glGetMaterialxOES (GLenum face, GLenum pname, GLfixed param); +GLAPI void APIENTRY glGetPixelMapxv (GLenum map, GLint size, GLfixed *values); +GLAPI void APIENTRY glGetTexGenxvOES (GLenum coord, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetTexLevelParameterxvOES (GLenum target, GLint level, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glIndexxOES (GLfixed component); +GLAPI void APIENTRY glIndexxvOES (const GLfixed *component); +GLAPI void APIENTRY glLoadTransposeMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMap1xOES (GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); +GLAPI void APIENTRY glMap2xOES (GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); +GLAPI void APIENTRY glMapGrid1xOES (GLint n, GLfixed u1, GLfixed u2); +GLAPI void APIENTRY glMapGrid2xOES (GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); +GLAPI void APIENTRY glMultTransposeMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMultiTexCoord1xOES (GLenum texture, GLfixed s); +GLAPI void APIENTRY glMultiTexCoord1xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glMultiTexCoord2xOES (GLenum texture, GLfixed s, GLfixed t); +GLAPI void APIENTRY glMultiTexCoord2xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glMultiTexCoord3xOES (GLenum texture, GLfixed s, GLfixed t, GLfixed r); +GLAPI void APIENTRY glMultiTexCoord3xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glMultiTexCoord4xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glNormal3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glPassThroughxOES (GLfixed token); +GLAPI void APIENTRY glPixelMapx (GLenum map, GLint size, const GLfixed *values); +GLAPI void APIENTRY glPixelStorex (GLenum pname, GLfixed param); +GLAPI void APIENTRY glPixelTransferxOES (GLenum pname, GLfixed param); +GLAPI void APIENTRY glPixelZoomxOES (GLfixed xfactor, GLfixed yfactor); +GLAPI void APIENTRY glPrioritizeTexturesxOES (GLsizei n, const GLuint *textures, const GLfixed *priorities); +GLAPI void APIENTRY glRasterPos2xOES (GLfixed x, GLfixed y); +GLAPI void APIENTRY glRasterPos2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glRasterPos3xOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glRasterPos3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glRasterPos4xOES (GLfixed x, GLfixed y, GLfixed z, GLfixed w); +GLAPI void APIENTRY glRasterPos4xvOES (const GLfixed *coords); +GLAPI void APIENTRY glRectxOES (GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); +GLAPI void APIENTRY glRectxvOES (const GLfixed *v1, const GLfixed *v2); +GLAPI void APIENTRY glTexCoord1xOES (GLfixed s); +GLAPI void APIENTRY glTexCoord1xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexCoord2xOES (GLfixed s, GLfixed t); +GLAPI void APIENTRY glTexCoord2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexCoord3xOES (GLfixed s, GLfixed t, GLfixed r); +GLAPI void APIENTRY glTexCoord3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexCoord4xOES (GLfixed s, GLfixed t, GLfixed r, GLfixed q); +GLAPI void APIENTRY glTexCoord4xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexGenxOES (GLenum coord, GLenum pname, GLfixed param); +GLAPI void APIENTRY glTexGenxvOES (GLenum coord, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glVertex2xOES (GLfixed x); +GLAPI void APIENTRY glVertex2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glVertex3xOES (GLfixed x, GLfixed y); +GLAPI void APIENTRY glVertex3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glVertex4xOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glVertex4xvOES (const GLfixed *coords); +#endif +#endif /* GL_OES_fixed_point */ + +#ifndef GL_OES_query_matrix +#define GL_OES_query_matrix 1 +typedef GLbitfield (APIENTRYP PFNGLQUERYMATRIXXOESPROC) (GLfixed *mantissa, GLint *exponent); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLbitfield APIENTRY glQueryMatrixxOES (GLfixed *mantissa, GLint *exponent); +#endif +#endif /* GL_OES_query_matrix */ + +#ifndef GL_OES_read_format +#define GL_OES_read_format 1 +#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B +#endif /* GL_OES_read_format */ + +#ifndef GL_OES_single_precision +#define GL_OES_single_precision 1 +typedef void (APIENTRYP PFNGLCLEARDEPTHFOESPROC) (GLclampf depth); +typedef void (APIENTRYP PFNGLCLIPPLANEFOESPROC) (GLenum plane, const GLfloat *equation); +typedef void (APIENTRYP PFNGLDEPTHRANGEFOESPROC) (GLclampf n, GLclampf f); +typedef void (APIENTRYP PFNGLFRUSTUMFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +typedef void (APIENTRYP PFNGLGETCLIPPLANEFOESPROC) (GLenum plane, GLfloat *equation); +typedef void (APIENTRYP PFNGLORTHOFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClearDepthfOES (GLclampf depth); +GLAPI void APIENTRY glClipPlanefOES (GLenum plane, const GLfloat *equation); +GLAPI void APIENTRY glDepthRangefOES (GLclampf n, GLclampf f); +GLAPI void APIENTRY glFrustumfOES (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +GLAPI void APIENTRY glGetClipPlanefOES (GLenum plane, GLfloat *equation); +GLAPI void APIENTRY glOrthofOES (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +#endif +#endif /* GL_OES_single_precision */ + +#ifndef GL_3DFX_multisample +#define GL_3DFX_multisample 1 +#define GL_MULTISAMPLE_3DFX 0x86B2 +#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 +#define GL_SAMPLES_3DFX 0x86B4 +#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 +#endif /* GL_3DFX_multisample */ + +#ifndef GL_3DFX_tbuffer +#define GL_3DFX_tbuffer 1 +typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTbufferMask3DFX (GLuint mask); +#endif +#endif /* GL_3DFX_tbuffer */ + +#ifndef GL_3DFX_texture_compression_FXT1 +#define GL_3DFX_texture_compression_FXT1 1 +#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 +#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 +#endif /* GL_3DFX_texture_compression_FXT1 */ + +#ifndef GL_AMD_blend_minmax_factor +#define GL_AMD_blend_minmax_factor 1 +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D +#endif /* GL_AMD_blend_minmax_factor */ + +#ifndef GL_AMD_conservative_depth +#define GL_AMD_conservative_depth 1 +#endif /* GL_AMD_conservative_depth */ + +#ifndef GL_AMD_debug_output +#define GL_AMD_debug_output 1 +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 +#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 +#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 +#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A +#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B +#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C +#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D +#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E +#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F +#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 +typedef void (APIENTRYP PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDebugMessageEnableAMD (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsertAMD (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallbackAMD (GLDEBUGPROCAMD callback, void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLogAMD (GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); +#endif +#endif /* GL_AMD_debug_output */ + +#ifndef GL_AMD_depth_clamp_separate +#define GL_AMD_depth_clamp_separate 1 +#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E +#define GL_DEPTH_CLAMP_FAR_AMD 0x901F +#endif /* GL_AMD_depth_clamp_separate */ + +#ifndef GL_AMD_draw_buffers_blend +#define GL_AMD_draw_buffers_blend 1 +typedef void (APIENTRYP PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncIndexedAMD (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparateIndexedAMD (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI void APIENTRY glBlendEquationIndexedAMD (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparateIndexedAMD (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +#endif +#endif /* GL_AMD_draw_buffers_blend */ + +#ifndef GL_AMD_framebuffer_multisample_advanced +#define GL_AMD_framebuffer_multisample_advanced 1 +#define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 +#define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 +#define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 +#define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 +#define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 +#define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderbufferStorageMultisampleAdvancedAMD (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleAdvancedAMD (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_AMD_framebuffer_multisample_advanced */ + +#ifndef GL_AMD_framebuffer_sample_positions +#define GL_AMD_framebuffer_sample_positions 1 +#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F +#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE +#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF +#define GL_ALL_PIXELS_AMD 0xFFFFFFFF +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferSamplePositionsfvAMD (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +GLAPI void APIENTRY glNamedFramebufferSamplePositionsfvAMD (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +GLAPI void APIENTRY glGetFramebufferParameterfvAMD (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +GLAPI void APIENTRY glGetNamedFramebufferParameterfvAMD (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +#endif +#endif /* GL_AMD_framebuffer_sample_positions */ + +#ifndef GL_AMD_gcn_shader +#define GL_AMD_gcn_shader 1 +#endif /* GL_AMD_gcn_shader */ + +#ifndef GL_AMD_gpu_shader_half_float +#define GL_AMD_gpu_shader_half_float 1 +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_FLOAT16_MAT2_AMD 0x91C5 +#define GL_FLOAT16_MAT3_AMD 0x91C6 +#define GL_FLOAT16_MAT4_AMD 0x91C7 +#define GL_FLOAT16_MAT2x3_AMD 0x91C8 +#define GL_FLOAT16_MAT2x4_AMD 0x91C9 +#define GL_FLOAT16_MAT3x2_AMD 0x91CA +#define GL_FLOAT16_MAT3x4_AMD 0x91CB +#define GL_FLOAT16_MAT4x2_AMD 0x91CC +#define GL_FLOAT16_MAT4x3_AMD 0x91CD +#endif /* GL_AMD_gpu_shader_half_float */ + +#ifndef GL_AMD_gpu_shader_int16 +#define GL_AMD_gpu_shader_int16 1 +#endif /* GL_AMD_gpu_shader_int16 */ + +#ifndef GL_AMD_gpu_shader_int64 +#define GL_AMD_gpu_shader_int64 1 +typedef khronos_int64_t GLint64EXT; +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +typedef void (APIENTRYP PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); +typedef void (APIENTRYP PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); +typedef void (APIENTRYP PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (APIENTRYP PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (APIENTRYP PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); +typedef void (APIENTRYP PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (APIENTRYP PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (APIENTRYP PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (APIENTRYP PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT *params); +typedef void (APIENTRYP PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniform1i64NV (GLint location, GLint64EXT x); +GLAPI void APIENTRY glUniform2i64NV (GLint location, GLint64EXT x, GLint64EXT y); +GLAPI void APIENTRY glUniform3i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI void APIENTRY glUniform4i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI void APIENTRY glUniform1i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform2i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform3i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform4i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform1ui64NV (GLint location, GLuint64EXT x); +GLAPI void APIENTRY glUniform2ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y); +GLAPI void APIENTRY glUniform3ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI void APIENTRY glUniform4ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI void APIENTRY glUniform1ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glUniform2ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glUniform3ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glUniform4ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glGetUniformi64vNV (GLuint program, GLint location, GLint64EXT *params); +GLAPI void APIENTRY glGetUniformui64vNV (GLuint program, GLint location, GLuint64EXT *params); +GLAPI void APIENTRY glProgramUniform1i64NV (GLuint program, GLint location, GLint64EXT x); +GLAPI void APIENTRY glProgramUniform2i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +GLAPI void APIENTRY glProgramUniform3i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI void APIENTRY glProgramUniform4i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI void APIENTRY glProgramUniform1i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform2i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform3i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform4i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform1ui64NV (GLuint program, GLint location, GLuint64EXT x); +GLAPI void APIENTRY glProgramUniform2ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +GLAPI void APIENTRY glProgramUniform3ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI void APIENTRY glProgramUniform4ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI void APIENTRY glProgramUniform1ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniform2ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniform3ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniform4ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#endif +#endif /* GL_AMD_gpu_shader_int64 */ + +#ifndef GL_AMD_interleaved_elements +#define GL_AMD_interleaved_elements 1 +#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 +#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 +typedef void (APIENTRYP PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribParameteriAMD (GLuint index, GLenum pname, GLint param); +#endif +#endif /* GL_AMD_interleaved_elements */ + +#ifndef GL_AMD_multi_draw_indirect +#define GL_AMD_multi_draw_indirect 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectAMD (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirectAMD (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); +#endif +#endif /* GL_AMD_multi_draw_indirect */ + +#ifndef GL_AMD_name_gen_delete +#define GL_AMD_name_gen_delete 1 +#define GL_DATA_BUFFER_AMD 0x9151 +#define GL_PERFORMANCE_MONITOR_AMD 0x9152 +#define GL_QUERY_OBJECT_AMD 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 +#define GL_SAMPLER_OBJECT_AMD 0x9155 +typedef void (APIENTRYP PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint *names); +typedef void (APIENTRYP PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint *names); +typedef GLboolean (APIENTRYP PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenNamesAMD (GLenum identifier, GLuint num, GLuint *names); +GLAPI void APIENTRY glDeleteNamesAMD (GLenum identifier, GLuint num, const GLuint *names); +GLAPI GLboolean APIENTRY glIsNameAMD (GLenum identifier, GLuint name); +#endif +#endif /* GL_AMD_name_gen_delete */ + +#ifndef GL_AMD_occlusion_query_event +#define GL_AMD_occlusion_query_event 1 +#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F +#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 +#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 +#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 +#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 +#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF +typedef void (APIENTRYP PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glQueryObjectParameteruiAMD (GLenum target, GLuint id, GLenum pname, GLuint param); +#endif +#endif /* GL_AMD_occlusion_query_event */ + +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 +typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); +typedef void (APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +typedef void (APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); +typedef void (APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +GLAPI void APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +GLAPI void APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +GLAPI void APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +GLAPI void APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, void *data); +GLAPI void APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); +GLAPI void APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); +GLAPI void APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +GLAPI void APIENTRY glBeginPerfMonitorAMD (GLuint monitor); +GLAPI void APIENTRY glEndPerfMonitorAMD (GLuint monitor); +GLAPI void APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#endif +#endif /* GL_AMD_performance_monitor */ + +#ifndef GL_AMD_pinned_memory +#define GL_AMD_pinned_memory 1 +#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 +#endif /* GL_AMD_pinned_memory */ + +#ifndef GL_AMD_query_buffer_object +#define GL_AMD_query_buffer_object 1 +#define GL_QUERY_BUFFER_AMD 0x9192 +#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 +#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 +#endif /* GL_AMD_query_buffer_object */ + +#ifndef GL_AMD_sample_positions +#define GL_AMD_sample_positions 1 +typedef void (APIENTRYP PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat *val); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSetMultisamplefvAMD (GLenum pname, GLuint index, const GLfloat *val); +#endif +#endif /* GL_AMD_sample_positions */ + +#ifndef GL_AMD_seamless_cubemap_per_texture +#define GL_AMD_seamless_cubemap_per_texture 1 +#endif /* GL_AMD_seamless_cubemap_per_texture */ + +#ifndef GL_AMD_shader_atomic_counter_ops +#define GL_AMD_shader_atomic_counter_ops 1 +#endif /* GL_AMD_shader_atomic_counter_ops */ + +#ifndef GL_AMD_shader_ballot +#define GL_AMD_shader_ballot 1 +#endif /* GL_AMD_shader_ballot */ + +#ifndef GL_AMD_shader_explicit_vertex_parameter +#define GL_AMD_shader_explicit_vertex_parameter 1 +#endif /* GL_AMD_shader_explicit_vertex_parameter */ + +#ifndef GL_AMD_shader_gpu_shader_half_float_fetch +#define GL_AMD_shader_gpu_shader_half_float_fetch 1 +#endif /* GL_AMD_shader_gpu_shader_half_float_fetch */ + +#ifndef GL_AMD_shader_image_load_store_lod +#define GL_AMD_shader_image_load_store_lod 1 +#endif /* GL_AMD_shader_image_load_store_lod */ + +#ifndef GL_AMD_shader_stencil_export +#define GL_AMD_shader_stencil_export 1 +#endif /* GL_AMD_shader_stencil_export */ + +#ifndef GL_AMD_shader_trinary_minmax +#define GL_AMD_shader_trinary_minmax 1 +#endif /* GL_AMD_shader_trinary_minmax */ + +#ifndef GL_AMD_sparse_texture +#define GL_AMD_sparse_texture 1 +#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A +#define GL_MIN_SPARSE_LEVEL_AMD 0x919B +#define GL_MIN_LOD_WARNING_AMD 0x919C +#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 +typedef void (APIENTRYP PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +typedef void (APIENTRYP PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexStorageSparseAMD (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +GLAPI void APIENTRY glTextureStorageSparseAMD (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +#endif +#endif /* GL_AMD_sparse_texture */ + +#ifndef GL_AMD_stencil_operation_extended +#define GL_AMD_stencil_operation_extended 1 +#define GL_SET_AMD 0x874A +#define GL_REPLACE_VALUE_AMD 0x874B +#define GL_STENCIL_OP_VALUE_AMD 0x874C +#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D +typedef void (APIENTRYP PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStencilOpValueAMD (GLenum face, GLuint value); +#endif +#endif /* GL_AMD_stencil_operation_extended */ + +#ifndef GL_AMD_texture_gather_bias_lod +#define GL_AMD_texture_gather_bias_lod 1 +#endif /* GL_AMD_texture_gather_bias_lod */ + +#ifndef GL_AMD_texture_texture4 +#define GL_AMD_texture_texture4 1 +#endif /* GL_AMD_texture_texture4 */ + +#ifndef GL_AMD_transform_feedback3_lines_triangles +#define GL_AMD_transform_feedback3_lines_triangles 1 +#endif /* GL_AMD_transform_feedback3_lines_triangles */ + +#ifndef GL_AMD_transform_feedback4 +#define GL_AMD_transform_feedback4 1 +#define GL_STREAM_RASTERIZATION_AMD 0x91A0 +#endif /* GL_AMD_transform_feedback4 */ + +#ifndef GL_AMD_vertex_shader_layer +#define GL_AMD_vertex_shader_layer 1 +#endif /* GL_AMD_vertex_shader_layer */ + +#ifndef GL_AMD_vertex_shader_tessellator +#define GL_AMD_vertex_shader_tessellator 1 +#define GL_SAMPLER_BUFFER_AMD 0x9001 +#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 +#define GL_TESSELLATION_MODE_AMD 0x9004 +#define GL_TESSELLATION_FACTOR_AMD 0x9005 +#define GL_DISCRETE_AMD 0x9006 +#define GL_CONTINUOUS_AMD 0x9007 +typedef void (APIENTRYP PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor); +typedef void (APIENTRYP PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTessellationFactorAMD (GLfloat factor); +GLAPI void APIENTRY glTessellationModeAMD (GLenum mode); +#endif +#endif /* GL_AMD_vertex_shader_tessellator */ + +#ifndef GL_AMD_vertex_shader_viewport_index +#define GL_AMD_vertex_shader_viewport_index 1 +#endif /* GL_AMD_vertex_shader_viewport_index */ + +#ifndef GL_APPLE_aux_depth_stencil +#define GL_APPLE_aux_depth_stencil 1 +#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 +#endif /* GL_APPLE_aux_depth_stencil */ + +#ifndef GL_APPLE_client_storage +#define GL_APPLE_client_storage 1 +#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 +#endif /* GL_APPLE_client_storage */ + +#ifndef GL_APPLE_element_array +#define GL_APPLE_element_array 1 +#define GL_ELEMENT_ARRAY_APPLE 0x8A0C +#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D +#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E +typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer); +typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glElementPointerAPPLE (GLenum type, const void *pointer); +GLAPI void APIENTRY glDrawElementArrayAPPLE (GLenum mode, GLint first, GLsizei count); +GLAPI void APIENTRY glDrawRangeElementArrayAPPLE (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +GLAPI void APIENTRY glMultiDrawElementArrayAPPLE (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI void APIENTRY glMultiDrawRangeElementArrayAPPLE (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); +#endif +#endif /* GL_APPLE_element_array */ + +#ifndef GL_APPLE_fence +#define GL_APPLE_fence 1 +#define GL_DRAW_PIXELS_APPLE 0x8A0A +#define GL_FENCE_APPLE 0x8A0B +typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint *fences); +typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint *fences); +typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC) (GLuint fence); +typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); +typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenFencesAPPLE (GLsizei n, GLuint *fences); +GLAPI void APIENTRY glDeleteFencesAPPLE (GLsizei n, const GLuint *fences); +GLAPI void APIENTRY glSetFenceAPPLE (GLuint fence); +GLAPI GLboolean APIENTRY glIsFenceAPPLE (GLuint fence); +GLAPI GLboolean APIENTRY glTestFenceAPPLE (GLuint fence); +GLAPI void APIENTRY glFinishFenceAPPLE (GLuint fence); +GLAPI GLboolean APIENTRY glTestObjectAPPLE (GLenum object, GLuint name); +GLAPI void APIENTRY glFinishObjectAPPLE (GLenum object, GLint name); +#endif +#endif /* GL_APPLE_fence */ + +#ifndef GL_APPLE_float_pixels +#define GL_APPLE_float_pixels 1 +#define GL_HALF_APPLE 0x140B +#define GL_RGBA_FLOAT32_APPLE 0x8814 +#define GL_RGB_FLOAT32_APPLE 0x8815 +#define GL_ALPHA_FLOAT32_APPLE 0x8816 +#define GL_INTENSITY_FLOAT32_APPLE 0x8817 +#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 +#define GL_RGBA_FLOAT16_APPLE 0x881A +#define GL_RGB_FLOAT16_APPLE 0x881B +#define GL_ALPHA_FLOAT16_APPLE 0x881C +#define GL_INTENSITY_FLOAT16_APPLE 0x881D +#define GL_LUMINANCE_FLOAT16_APPLE 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F +#define GL_COLOR_FLOAT_APPLE 0x8A0F +#endif /* GL_APPLE_float_pixels */ + +#ifndef GL_APPLE_flush_buffer_range +#define GL_APPLE_flush_buffer_range 1 +#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 +#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 +typedef void (APIENTRYP PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferParameteriAPPLE (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glFlushMappedBufferRangeAPPLE (GLenum target, GLintptr offset, GLsizeiptr size); +#endif +#endif /* GL_APPLE_flush_buffer_range */ + +#ifndef GL_APPLE_object_purgeable +#define GL_APPLE_object_purgeable 1 +#define GL_BUFFER_OBJECT_APPLE 0x85B3 +#define GL_RELEASED_APPLE 0x8A19 +#define GL_VOLATILE_APPLE 0x8A1A +#define GL_RETAINED_APPLE 0x8A1B +#define GL_UNDEFINED_APPLE 0x8A1C +#define GL_PURGEABLE_APPLE 0x8A1D +typedef GLenum (APIENTRYP PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); +typedef GLenum (APIENTRYP PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLenum APIENTRY glObjectPurgeableAPPLE (GLenum objectType, GLuint name, GLenum option); +GLAPI GLenum APIENTRY glObjectUnpurgeableAPPLE (GLenum objectType, GLuint name, GLenum option); +GLAPI void APIENTRY glGetObjectParameterivAPPLE (GLenum objectType, GLuint name, GLenum pname, GLint *params); +#endif +#endif /* GL_APPLE_object_purgeable */ + +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 +#define GL_RGB_422_APPLE 0x8A1F +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_RGB_RAW_422_APPLE 0x8A51 +#endif /* GL_APPLE_rgb_422 */ + +#ifndef GL_APPLE_row_bytes +#define GL_APPLE_row_bytes 1 +#define GL_PACK_ROW_BYTES_APPLE 0x8A15 +#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 +#endif /* GL_APPLE_row_bytes */ + +#ifndef GL_APPLE_specular_vector +#define GL_APPLE_specular_vector 1 +#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 +#endif /* GL_APPLE_specular_vector */ + +#ifndef GL_APPLE_texture_range +#define GL_APPLE_texture_range 1 +#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 +#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 +#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC +#define GL_STORAGE_PRIVATE_APPLE 0x85BD +#define GL_STORAGE_CACHED_APPLE 0x85BE +#define GL_STORAGE_SHARED_APPLE 0x85BF +typedef void (APIENTRYP PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, const void *pointer); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureRangeAPPLE (GLenum target, GLsizei length, const void *pointer); +GLAPI void APIENTRY glGetTexParameterPointervAPPLE (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_APPLE_texture_range */ + +#ifndef GL_APPLE_transform_hint +#define GL_APPLE_transform_hint 1 +#define GL_TRANSFORM_HINT_APPLE 0x85B1 +#endif /* GL_APPLE_transform_hint */ + +#ifndef GL_APPLE_vertex_array_object +#define GL_APPLE_vertex_array_object 1 +#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindVertexArrayAPPLE (GLuint array); +GLAPI void APIENTRY glDeleteVertexArraysAPPLE (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArraysAPPLE (GLsizei n, GLuint *arrays); +GLAPI GLboolean APIENTRY glIsVertexArrayAPPLE (GLuint array); +#endif +#endif /* GL_APPLE_vertex_array_object */ + +#ifndef GL_APPLE_vertex_array_range +#define GL_APPLE_vertex_array_range 1 +#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E +#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F +#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 +#define GL_STORAGE_CLIENT_APPLE 0x85B4 +typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); +typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); +typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexArrayRangeAPPLE (GLsizei length, void *pointer); +GLAPI void APIENTRY glFlushVertexArrayRangeAPPLE (GLsizei length, void *pointer); +GLAPI void APIENTRY glVertexArrayParameteriAPPLE (GLenum pname, GLint param); +#endif +#endif /* GL_APPLE_vertex_array_range */ + +#ifndef GL_APPLE_vertex_program_evaluators +#define GL_APPLE_vertex_program_evaluators 1 +#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 +#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 +#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 +#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 +#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 +#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 +#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 +#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 +#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 +#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); +typedef GLboolean (APIENTRYP PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glEnableVertexAttribAPPLE (GLuint index, GLenum pname); +GLAPI void APIENTRY glDisableVertexAttribAPPLE (GLuint index, GLenum pname); +GLAPI GLboolean APIENTRY glIsVertexAttribEnabledAPPLE (GLuint index, GLenum pname); +GLAPI void APIENTRY glMapVertexAttrib1dAPPLE (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI void APIENTRY glMapVertexAttrib1fAPPLE (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI void APIENTRY glMapVertexAttrib2dAPPLE (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI void APIENTRY glMapVertexAttrib2fAPPLE (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +#endif +#endif /* GL_APPLE_vertex_program_evaluators */ + +#ifndef GL_APPLE_ycbcr_422 +#define GL_APPLE_ycbcr_422 1 +#define GL_YCBCR_422_APPLE 0x85B9 +#endif /* GL_APPLE_ycbcr_422 */ + +#ifndef GL_ATI_draw_buffers +#define GL_ATI_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 +#define GL_DRAW_BUFFER0_ATI 0x8825 +#define GL_DRAW_BUFFER1_ATI 0x8826 +#define GL_DRAW_BUFFER2_ATI 0x8827 +#define GL_DRAW_BUFFER3_ATI 0x8828 +#define GL_DRAW_BUFFER4_ATI 0x8829 +#define GL_DRAW_BUFFER5_ATI 0x882A +#define GL_DRAW_BUFFER6_ATI 0x882B +#define GL_DRAW_BUFFER7_ATI 0x882C +#define GL_DRAW_BUFFER8_ATI 0x882D +#define GL_DRAW_BUFFER9_ATI 0x882E +#define GL_DRAW_BUFFER10_ATI 0x882F +#define GL_DRAW_BUFFER11_ATI 0x8830 +#define GL_DRAW_BUFFER12_ATI 0x8831 +#define GL_DRAW_BUFFER13_ATI 0x8832 +#define GL_DRAW_BUFFER14_ATI 0x8833 +#define GL_DRAW_BUFFER15_ATI 0x8834 +typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawBuffersATI (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_ATI_draw_buffers */ + +#ifndef GL_ATI_element_array +#define GL_ATI_element_array 1 +#define GL_ELEMENT_ARRAY_ATI 0x8768 +#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 +#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A +typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer); +typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glElementPointerATI (GLenum type, const void *pointer); +GLAPI void APIENTRY glDrawElementArrayATI (GLenum mode, GLsizei count); +GLAPI void APIENTRY glDrawRangeElementArrayATI (GLenum mode, GLuint start, GLuint end, GLsizei count); +#endif +#endif /* GL_ATI_element_array */ + +#ifndef GL_ATI_envmap_bumpmap +#define GL_ATI_envmap_bumpmap 1 +#define GL_BUMP_ROT_MATRIX_ATI 0x8775 +#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 +#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 +#define GL_BUMP_TEX_UNITS_ATI 0x8778 +#define GL_DUDV_ATI 0x8779 +#define GL_DU8DV8_ATI 0x877A +#define GL_BUMP_ENVMAP_ATI 0x877B +#define GL_BUMP_TARGET_ATI 0x877C +typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexBumpParameterivATI (GLenum pname, const GLint *param); +GLAPI void APIENTRY glTexBumpParameterfvATI (GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glGetTexBumpParameterivATI (GLenum pname, GLint *param); +GLAPI void APIENTRY glGetTexBumpParameterfvATI (GLenum pname, GLfloat *param); +#endif +#endif /* GL_ATI_envmap_bumpmap */ + +#ifndef GL_ATI_fragment_shader +#define GL_ATI_fragment_shader 1 +#define GL_FRAGMENT_SHADER_ATI 0x8920 +#define GL_REG_0_ATI 0x8921 +#define GL_REG_1_ATI 0x8922 +#define GL_REG_2_ATI 0x8923 +#define GL_REG_3_ATI 0x8924 +#define GL_REG_4_ATI 0x8925 +#define GL_REG_5_ATI 0x8926 +#define GL_REG_6_ATI 0x8927 +#define GL_REG_7_ATI 0x8928 +#define GL_REG_8_ATI 0x8929 +#define GL_REG_9_ATI 0x892A +#define GL_REG_10_ATI 0x892B +#define GL_REG_11_ATI 0x892C +#define GL_REG_12_ATI 0x892D +#define GL_REG_13_ATI 0x892E +#define GL_REG_14_ATI 0x892F +#define GL_REG_15_ATI 0x8930 +#define GL_REG_16_ATI 0x8931 +#define GL_REG_17_ATI 0x8932 +#define GL_REG_18_ATI 0x8933 +#define GL_REG_19_ATI 0x8934 +#define GL_REG_20_ATI 0x8935 +#define GL_REG_21_ATI 0x8936 +#define GL_REG_22_ATI 0x8937 +#define GL_REG_23_ATI 0x8938 +#define GL_REG_24_ATI 0x8939 +#define GL_REG_25_ATI 0x893A +#define GL_REG_26_ATI 0x893B +#define GL_REG_27_ATI 0x893C +#define GL_REG_28_ATI 0x893D +#define GL_REG_29_ATI 0x893E +#define GL_REG_30_ATI 0x893F +#define GL_REG_31_ATI 0x8940 +#define GL_CON_0_ATI 0x8941 +#define GL_CON_1_ATI 0x8942 +#define GL_CON_2_ATI 0x8943 +#define GL_CON_3_ATI 0x8944 +#define GL_CON_4_ATI 0x8945 +#define GL_CON_5_ATI 0x8946 +#define GL_CON_6_ATI 0x8947 +#define GL_CON_7_ATI 0x8948 +#define GL_CON_8_ATI 0x8949 +#define GL_CON_9_ATI 0x894A +#define GL_CON_10_ATI 0x894B +#define GL_CON_11_ATI 0x894C +#define GL_CON_12_ATI 0x894D +#define GL_CON_13_ATI 0x894E +#define GL_CON_14_ATI 0x894F +#define GL_CON_15_ATI 0x8950 +#define GL_CON_16_ATI 0x8951 +#define GL_CON_17_ATI 0x8952 +#define GL_CON_18_ATI 0x8953 +#define GL_CON_19_ATI 0x8954 +#define GL_CON_20_ATI 0x8955 +#define GL_CON_21_ATI 0x8956 +#define GL_CON_22_ATI 0x8957 +#define GL_CON_23_ATI 0x8958 +#define GL_CON_24_ATI 0x8959 +#define GL_CON_25_ATI 0x895A +#define GL_CON_26_ATI 0x895B +#define GL_CON_27_ATI 0x895C +#define GL_CON_28_ATI 0x895D +#define GL_CON_29_ATI 0x895E +#define GL_CON_30_ATI 0x895F +#define GL_CON_31_ATI 0x8960 +#define GL_MOV_ATI 0x8961 +#define GL_ADD_ATI 0x8963 +#define GL_MUL_ATI 0x8964 +#define GL_SUB_ATI 0x8965 +#define GL_DOT3_ATI 0x8966 +#define GL_DOT4_ATI 0x8967 +#define GL_MAD_ATI 0x8968 +#define GL_LERP_ATI 0x8969 +#define GL_CND_ATI 0x896A +#define GL_CND0_ATI 0x896B +#define GL_DOT2_ADD_ATI 0x896C +#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D +#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E +#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F +#define GL_NUM_PASSES_ATI 0x8970 +#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 +#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 +#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 +#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 +#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 +#define GL_SWIZZLE_STR_ATI 0x8976 +#define GL_SWIZZLE_STQ_ATI 0x8977 +#define GL_SWIZZLE_STR_DR_ATI 0x8978 +#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 +#define GL_SWIZZLE_STRQ_ATI 0x897A +#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B +#define GL_RED_BIT_ATI 0x00000001 +#define GL_GREEN_BIT_ATI 0x00000002 +#define GL_BLUE_BIT_ATI 0x00000004 +#define GL_2X_BIT_ATI 0x00000001 +#define GL_4X_BIT_ATI 0x00000002 +#define GL_8X_BIT_ATI 0x00000004 +#define GL_HALF_BIT_ATI 0x00000008 +#define GL_QUARTER_BIT_ATI 0x00000010 +#define GL_EIGHTH_BIT_ATI 0x00000020 +#define GL_SATURATE_BIT_ATI 0x00000040 +#define GL_COMP_BIT_ATI 0x00000002 +#define GL_NEGATE_BIT_ATI 0x00000004 +#define GL_BIAS_BIT_ATI 0x00000008 +typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); +typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); +typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC) (void); +typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC) (void); +typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); +typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glGenFragmentShadersATI (GLuint range); +GLAPI void APIENTRY glBindFragmentShaderATI (GLuint id); +GLAPI void APIENTRY glDeleteFragmentShaderATI (GLuint id); +GLAPI void APIENTRY glBeginFragmentShaderATI (void); +GLAPI void APIENTRY glEndFragmentShaderATI (void); +GLAPI void APIENTRY glPassTexCoordATI (GLuint dst, GLuint coord, GLenum swizzle); +GLAPI void APIENTRY glSampleMapATI (GLuint dst, GLuint interp, GLenum swizzle); +GLAPI void APIENTRY glColorFragmentOp1ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +GLAPI void APIENTRY glColorFragmentOp2ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +GLAPI void APIENTRY glColorFragmentOp3ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +GLAPI void APIENTRY glAlphaFragmentOp1ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +GLAPI void APIENTRY glAlphaFragmentOp2ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +GLAPI void APIENTRY glAlphaFragmentOp3ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +GLAPI void APIENTRY glSetFragmentShaderConstantATI (GLuint dst, const GLfloat *value); +#endif +#endif /* GL_ATI_fragment_shader */ + +#ifndef GL_ATI_map_object_buffer +#define GL_ATI_map_object_buffer 1 +typedef void *(APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void *APIENTRY glMapObjectBufferATI (GLuint buffer); +GLAPI void APIENTRY glUnmapObjectBufferATI (GLuint buffer); +#endif +#endif /* GL_ATI_map_object_buffer */ + +#ifndef GL_ATI_meminfo +#define GL_ATI_meminfo 1 +#define GL_VBO_FREE_MEMORY_ATI 0x87FB +#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC +#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD +#endif /* GL_ATI_meminfo */ + +#ifndef GL_ATI_pixel_format_float +#define GL_ATI_pixel_format_float 1 +#define GL_RGBA_FLOAT_MODE_ATI 0x8820 +#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 +#endif /* GL_ATI_pixel_format_float */ + +#ifndef GL_ATI_pn_triangles +#define GL_ATI_pn_triangles 1 +#define GL_PN_TRIANGLES_ATI 0x87F0 +#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 +#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 +#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 +#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 +#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 +#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 +#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 +#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 +typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPNTrianglesiATI (GLenum pname, GLint param); +GLAPI void APIENTRY glPNTrianglesfATI (GLenum pname, GLfloat param); +#endif +#endif /* GL_ATI_pn_triangles */ + +#ifndef GL_ATI_separate_stencil +#define GL_ATI_separate_stencil 1 +#define GL_STENCIL_BACK_FUNC_ATI 0x8800 +#define GL_STENCIL_BACK_FAIL_ATI 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStencilOpSeparateATI (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI void APIENTRY glStencilFuncSeparateATI (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +#endif +#endif /* GL_ATI_separate_stencil */ + +#ifndef GL_ATI_text_fragment_shader +#define GL_ATI_text_fragment_shader 1 +#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 +#endif /* GL_ATI_text_fragment_shader */ + +#ifndef GL_ATI_texture_env_combine3 +#define GL_ATI_texture_env_combine3 1 +#define GL_MODULATE_ADD_ATI 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 +#define GL_MODULATE_SUBTRACT_ATI 0x8746 +#endif /* GL_ATI_texture_env_combine3 */ + +#ifndef GL_ATI_texture_float +#define GL_ATI_texture_float 1 +#define GL_RGBA_FLOAT32_ATI 0x8814 +#define GL_RGB_FLOAT32_ATI 0x8815 +#define GL_ALPHA_FLOAT32_ATI 0x8816 +#define GL_INTENSITY_FLOAT32_ATI 0x8817 +#define GL_LUMINANCE_FLOAT32_ATI 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 +#define GL_RGBA_FLOAT16_ATI 0x881A +#define GL_RGB_FLOAT16_ATI 0x881B +#define GL_ALPHA_FLOAT16_ATI 0x881C +#define GL_INTENSITY_FLOAT16_ATI 0x881D +#define GL_LUMINANCE_FLOAT16_ATI 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F +#endif /* GL_ATI_texture_float */ + +#ifndef GL_ATI_texture_mirror_once +#define GL_ATI_texture_mirror_once 1 +#define GL_MIRROR_CLAMP_ATI 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 +#endif /* GL_ATI_texture_mirror_once */ + +#ifndef GL_ATI_vertex_array_object +#define GL_ATI_vertex_array_object 1 +#define GL_STATIC_ATI 0x8760 +#define GL_DYNAMIC_ATI 0x8761 +#define GL_PRESERVE_ATI 0x8762 +#define GL_DISCARD_ATI 0x8763 +#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 +#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 +#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 +#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 +typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage); +typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); +typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glNewObjectBufferATI (GLsizei size, const void *pointer, GLenum usage); +GLAPI GLboolean APIENTRY glIsObjectBufferATI (GLuint buffer); +GLAPI void APIENTRY glUpdateObjectBufferATI (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); +GLAPI void APIENTRY glGetObjectBufferfvATI (GLuint buffer, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetObjectBufferivATI (GLuint buffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glFreeObjectBufferATI (GLuint buffer); +GLAPI void APIENTRY glArrayObjectATI (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI void APIENTRY glGetArrayObjectfvATI (GLenum array, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetArrayObjectivATI (GLenum array, GLenum pname, GLint *params); +GLAPI void APIENTRY glVariantArrayObjectATI (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI void APIENTRY glGetVariantArrayObjectfvATI (GLuint id, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVariantArrayObjectivATI (GLuint id, GLenum pname, GLint *params); +#endif +#endif /* GL_ATI_vertex_array_object */ + +#ifndef GL_ATI_vertex_attrib_array_object +#define GL_ATI_vertex_attrib_array_object 1 +typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribArrayObjectATI (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI void APIENTRY glGetVertexAttribArrayObjectfvATI (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribArrayObjectivATI (GLuint index, GLenum pname, GLint *params); +#endif +#endif /* GL_ATI_vertex_attrib_array_object */ + +#ifndef GL_ATI_vertex_streams +#define GL_ATI_vertex_streams 1 +#define GL_MAX_VERTEX_STREAMS_ATI 0x876B +#define GL_VERTEX_STREAM0_ATI 0x876C +#define GL_VERTEX_STREAM1_ATI 0x876D +#define GL_VERTEX_STREAM2_ATI 0x876E +#define GL_VERTEX_STREAM3_ATI 0x876F +#define GL_VERTEX_STREAM4_ATI 0x8770 +#define GL_VERTEX_STREAM5_ATI 0x8771 +#define GL_VERTEX_STREAM6_ATI 0x8772 +#define GL_VERTEX_STREAM7_ATI 0x8773 +#define GL_VERTEX_SOURCE_ATI 0x8774 +typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort nx, GLshort ny, GLshort nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint nx, GLint ny, GLint nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); +typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexStream1sATI (GLenum stream, GLshort x); +GLAPI void APIENTRY glVertexStream1svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream1iATI (GLenum stream, GLint x); +GLAPI void APIENTRY glVertexStream1ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream1fATI (GLenum stream, GLfloat x); +GLAPI void APIENTRY glVertexStream1fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream1dATI (GLenum stream, GLdouble x); +GLAPI void APIENTRY glVertexStream1dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glVertexStream2sATI (GLenum stream, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexStream2svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream2iATI (GLenum stream, GLint x, GLint y); +GLAPI void APIENTRY glVertexStream2ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream2fATI (GLenum stream, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexStream2fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream2dATI (GLenum stream, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexStream2dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glVertexStream3sATI (GLenum stream, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexStream3svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream3iATI (GLenum stream, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexStream3ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream3fATI (GLenum stream, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexStream3fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream3dATI (GLenum stream, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexStream3dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glVertexStream4sATI (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexStream4svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream4iATI (GLenum stream, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexStream4ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream4fATI (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexStream4fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream4dATI (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexStream4dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glNormalStream3bATI (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI void APIENTRY glNormalStream3bvATI (GLenum stream, const GLbyte *coords); +GLAPI void APIENTRY glNormalStream3sATI (GLenum stream, GLshort nx, GLshort ny, GLshort nz); +GLAPI void APIENTRY glNormalStream3svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glNormalStream3iATI (GLenum stream, GLint nx, GLint ny, GLint nz); +GLAPI void APIENTRY glNormalStream3ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glNormalStream3fATI (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI void APIENTRY glNormalStream3fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glNormalStream3dATI (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI void APIENTRY glNormalStream3dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glClientActiveVertexStreamATI (GLenum stream); +GLAPI void APIENTRY glVertexBlendEnviATI (GLenum pname, GLint param); +GLAPI void APIENTRY glVertexBlendEnvfATI (GLenum pname, GLfloat param); +#endif +#endif /* GL_ATI_vertex_streams */ + +#ifndef GL_EXT_422_pixels +#define GL_EXT_422_pixels 1 +#define GL_422_EXT 0x80CC +#define GL_422_REV_EXT 0x80CD +#define GL_422_AVERAGE_EXT 0x80CE +#define GL_422_REV_AVERAGE_EXT 0x80CF +#endif /* GL_EXT_422_pixels */ + +#ifndef GL_EXT_EGL_image_storage +#define GL_EXT_EGL_image_storage 1 +typedef void *GLeglImageOES; +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) (GLenum target, GLeglImageOES image, const GLint* attrib_list); +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glEGLImageTargetTexStorageEXT (GLenum target, GLeglImageOES image, const GLint* attrib_list); +GLAPI void APIENTRY glEGLImageTargetTextureStorageEXT (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#endif +#endif /* GL_EXT_EGL_image_storage */ + +#ifndef GL_EXT_EGL_sync +#define GL_EXT_EGL_sync 1 +#endif /* GL_EXT_EGL_sync */ + +#ifndef GL_EXT_abgr +#define GL_EXT_abgr 1 +#define GL_ABGR_EXT 0x8000 +#endif /* GL_EXT_abgr */ + +#ifndef GL_EXT_bgra +#define GL_EXT_bgra 1 +#define GL_BGR_EXT 0x80E0 +#define GL_BGRA_EXT 0x80E1 +#endif /* GL_EXT_bgra */ + +#ifndef GL_EXT_bindable_uniform +#define GL_EXT_bindable_uniform 1 +#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 +#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 +#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 +#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED +#define GL_UNIFORM_BUFFER_EXT 0x8DEE +#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF +typedef void (APIENTRYP PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); +typedef GLint (APIENTRYP PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); +typedef GLintptr (APIENTRYP PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniformBufferEXT (GLuint program, GLint location, GLuint buffer); +GLAPI GLint APIENTRY glGetUniformBufferSizeEXT (GLuint program, GLint location); +GLAPI GLintptr APIENTRY glGetUniformOffsetEXT (GLuint program, GLint location); +#endif +#endif /* GL_EXT_bindable_uniform */ + +#ifndef GL_EXT_blend_color +#define GL_EXT_blend_color 1 +#define GL_CONSTANT_COLOR_EXT 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 +#define GL_CONSTANT_ALPHA_EXT 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 +#define GL_BLEND_COLOR_EXT 0x8005 +typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendColorEXT (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +#endif +#endif /* GL_EXT_blend_color */ + +#ifndef GL_EXT_blend_equation_separate +#define GL_EXT_blend_equation_separate 1 +#define GL_BLEND_EQUATION_RGB_EXT 0x8009 +#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparateEXT (GLenum modeRGB, GLenum modeAlpha); +#endif +#endif /* GL_EXT_blend_equation_separate */ + +#ifndef GL_EXT_blend_func_separate +#define GL_EXT_blend_func_separate 1 +#define GL_BLEND_DST_RGB_EXT 0x80C8 +#define GL_BLEND_SRC_RGB_EXT 0x80C9 +#define GL_BLEND_DST_ALPHA_EXT 0x80CA +#define GL_BLEND_SRC_ALPHA_EXT 0x80CB +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparateEXT (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#endif +#endif /* GL_EXT_blend_func_separate */ + +#ifndef GL_EXT_blend_logic_op +#define GL_EXT_blend_logic_op 1 +#endif /* GL_EXT_blend_logic_op */ + +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 +#define GL_FUNC_ADD_EXT 0x8006 +#define GL_BLEND_EQUATION_EXT 0x8009 +typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationEXT (GLenum mode); +#endif +#endif /* GL_EXT_blend_minmax */ + +#ifndef GL_EXT_blend_subtract +#define GL_EXT_blend_subtract 1 +#define GL_FUNC_SUBTRACT_EXT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B +#endif /* GL_EXT_blend_subtract */ + +#ifndef GL_EXT_clip_volume_hint +#define GL_EXT_clip_volume_hint 1 +#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 +#endif /* GL_EXT_clip_volume_hint */ + +#ifndef GL_EXT_cmyka +#define GL_EXT_cmyka 1 +#define GL_CMYK_EXT 0x800C +#define GL_CMYKA_EXT 0x800D +#define GL_PACK_CMYK_HINT_EXT 0x800E +#define GL_UNPACK_CMYK_HINT_EXT 0x800F +#endif /* GL_EXT_cmyka */ + +#ifndef GL_EXT_color_subtable +#define GL_EXT_color_subtable 1 +typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorSubTableEXT (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glCopyColorSubTableEXT (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +#endif +#endif /* GL_EXT_color_subtable */ + +#ifndef GL_EXT_compiled_vertex_array +#define GL_EXT_compiled_vertex_array 1 +#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 +#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 +typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLockArraysEXT (GLint first, GLsizei count); +GLAPI void APIENTRY glUnlockArraysEXT (void); +#endif +#endif /* GL_EXT_compiled_vertex_array */ + +#ifndef GL_EXT_convolution +#define GL_EXT_convolution 1 +#define GL_CONVOLUTION_1D_EXT 0x8010 +#define GL_CONVOLUTION_2D_EXT 0x8011 +#define GL_SEPARABLE_2D_EXT 0x8012 +#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 +#define GL_REDUCE_EXT 0x8016 +#define GL_CONVOLUTION_FORMAT_EXT 0x8017 +#define GL_CONVOLUTION_WIDTH_EXT 0x8018 +#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glConvolutionFilter1DEXT (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionFilter2DEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionParameterfEXT (GLenum target, GLenum pname, GLfloat params); +GLAPI void APIENTRY glConvolutionParameterfvEXT (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glConvolutionParameteriEXT (GLenum target, GLenum pname, GLint params); +GLAPI void APIENTRY glConvolutionParameterivEXT (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyConvolutionFilter1DEXT (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyConvolutionFilter2DEXT (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetConvolutionFilterEXT (GLenum target, GLenum format, GLenum type, void *image); +GLAPI void APIENTRY glGetConvolutionParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetConvolutionParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSeparableFilterEXT (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +GLAPI void APIENTRY glSeparableFilter2DEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +#endif +#endif /* GL_EXT_convolution */ + +#ifndef GL_EXT_coordinate_frame +#define GL_EXT_coordinate_frame 1 +#define GL_TANGENT_ARRAY_EXT 0x8439 +#define GL_BINORMAL_ARRAY_EXT 0x843A +#define GL_CURRENT_TANGENT_EXT 0x843B +#define GL_CURRENT_BINORMAL_EXT 0x843C +#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E +#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F +#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 +#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 +#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 +#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 +#define GL_MAP1_TANGENT_EXT 0x8444 +#define GL_MAP2_TANGENT_EXT 0x8445 +#define GL_MAP1_BINORMAL_EXT 0x8446 +#define GL_MAP2_BINORMAL_EXT 0x8447 +typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC) (GLbyte tx, GLbyte ty, GLbyte tz); +typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC) (GLdouble tx, GLdouble ty, GLdouble tz); +typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC) (GLfloat tx, GLfloat ty, GLfloat tz); +typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC) (GLint tx, GLint ty, GLint tz); +typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC) (GLshort tx, GLshort ty, GLshort tz); +typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC) (GLbyte bx, GLbyte by, GLbyte bz); +typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC) (GLdouble bx, GLdouble by, GLdouble bz); +typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC) (GLfloat bx, GLfloat by, GLfloat bz); +typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC) (GLint bx, GLint by, GLint bz); +typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC) (GLshort bx, GLshort by, GLshort bz); +typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTangent3bEXT (GLbyte tx, GLbyte ty, GLbyte tz); +GLAPI void APIENTRY glTangent3bvEXT (const GLbyte *v); +GLAPI void APIENTRY glTangent3dEXT (GLdouble tx, GLdouble ty, GLdouble tz); +GLAPI void APIENTRY glTangent3dvEXT (const GLdouble *v); +GLAPI void APIENTRY glTangent3fEXT (GLfloat tx, GLfloat ty, GLfloat tz); +GLAPI void APIENTRY glTangent3fvEXT (const GLfloat *v); +GLAPI void APIENTRY glTangent3iEXT (GLint tx, GLint ty, GLint tz); +GLAPI void APIENTRY glTangent3ivEXT (const GLint *v); +GLAPI void APIENTRY glTangent3sEXT (GLshort tx, GLshort ty, GLshort tz); +GLAPI void APIENTRY glTangent3svEXT (const GLshort *v); +GLAPI void APIENTRY glBinormal3bEXT (GLbyte bx, GLbyte by, GLbyte bz); +GLAPI void APIENTRY glBinormal3bvEXT (const GLbyte *v); +GLAPI void APIENTRY glBinormal3dEXT (GLdouble bx, GLdouble by, GLdouble bz); +GLAPI void APIENTRY glBinormal3dvEXT (const GLdouble *v); +GLAPI void APIENTRY glBinormal3fEXT (GLfloat bx, GLfloat by, GLfloat bz); +GLAPI void APIENTRY glBinormal3fvEXT (const GLfloat *v); +GLAPI void APIENTRY glBinormal3iEXT (GLint bx, GLint by, GLint bz); +GLAPI void APIENTRY glBinormal3ivEXT (const GLint *v); +GLAPI void APIENTRY glBinormal3sEXT (GLshort bx, GLshort by, GLshort bz); +GLAPI void APIENTRY glBinormal3svEXT (const GLshort *v); +GLAPI void APIENTRY glTangentPointerEXT (GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glBinormalPointerEXT (GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_coordinate_frame */ + +#ifndef GL_EXT_copy_texture +#define GL_EXT_copy_texture 1 +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCopyTexImage1DEXT (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyTexImage2DEXT (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyTexSubImage1DEXT (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTexSubImage2DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glCopyTexSubImage3DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_EXT_copy_texture */ + +#ifndef GL_EXT_cull_vertex +#define GL_EXT_cull_vertex 1 +#define GL_CULL_VERTEX_EXT 0x81AA +#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB +#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC +typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCullParameterdvEXT (GLenum pname, GLdouble *params); +GLAPI void APIENTRY glCullParameterfvEXT (GLenum pname, GLfloat *params); +#endif +#endif /* GL_EXT_cull_vertex */ + +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 +typedef void (APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif +#endif /* GL_EXT_debug_label */ + +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 +typedef void (APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); +GLAPI void APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); +GLAPI void APIENTRY glPopGroupMarkerEXT (void); +#endif +#endif /* GL_EXT_debug_marker */ + +#ifndef GL_EXT_depth_bounds_test +#define GL_EXT_depth_bounds_test 1 +#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 +#define GL_DEPTH_BOUNDS_EXT 0x8891 +typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDepthBoundsEXT (GLclampd zmin, GLclampd zmax); +#endif +#endif /* GL_EXT_depth_bounds_test */ + +#ifndef GL_EXT_direct_state_access +#define GL_EXT_direct_state_access 1 +#define GL_PROGRAM_MATRIX_EXT 0x8E2D +#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E +#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F +typedef void (APIENTRYP PFNGLMATRIXLOADFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOADDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLMATRIXMULTFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULTDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLMATRIXROTATEFEXTPROC) (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLMATRIXROTATEDEXTPROC) (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLMATRIXSCALEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLMATRIXSCALEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (APIENTRYP PFNGLMATRIXORTHOEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (APIENTRYP PFNGLMATRIXPOPEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLMATRIXPUSHEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +typedef void (APIENTRYP PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); +typedef void (APIENTRYP PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble *data); +typedef void (APIENTRYP PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void **data); +typedef void (APIENTRYP PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum target, GLuint index, GLint *data); +typedef void (APIENTRYP PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint lod, void *img); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint lod, void *img); +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void **params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint *params); +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target); +typedef void (APIENTRYP PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); +typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (APIENTRYP PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void **param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DEXTPROC) (GLuint program, GLint location, GLdouble x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMatrixLoadfEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoaddEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glMatrixMultfEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMultdEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glMatrixLoadIdentityEXT (GLenum mode); +GLAPI void APIENTRY glMatrixRotatefEXT (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glMatrixRotatedEXT (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glMatrixScalefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glMatrixScaledEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glMatrixTranslatefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glMatrixTranslatedEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glMatrixFrustumEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI void APIENTRY glMatrixOrthoEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI void APIENTRY glMatrixPopEXT (GLenum mode); +GLAPI void APIENTRY glMatrixPushEXT (GLenum mode); +GLAPI void APIENTRY glClientAttribDefaultEXT (GLbitfield mask); +GLAPI void APIENTRY glPushClientAttribDefaultEXT (GLbitfield mask); +GLAPI void APIENTRY glTextureParameterfEXT (GLuint texture, GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glTextureParameterfvEXT (GLuint texture, GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glTextureParameteriEXT (GLuint texture, GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTextureParameterivEXT (GLuint texture, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetTextureImageEXT (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI void APIENTRY glGetTextureParameterfvEXT (GLuint texture, GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureParameterivEXT (GLuint texture, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureLevelParameterfvEXT (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureLevelParameterivEXT (GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI void APIENTRY glTextureImage3DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glBindMultiTextureEXT (GLenum texunit, GLenum target, GLuint texture); +GLAPI void APIENTRY glMultiTexCoordPointerEXT (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glMultiTexEnvfEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glMultiTexEnvfvEXT (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glMultiTexEnviEXT (GLenum texunit, GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glMultiTexEnvivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMultiTexGendEXT (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +GLAPI void APIENTRY glMultiTexGendvEXT (GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); +GLAPI void APIENTRY glMultiTexGenfEXT (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +GLAPI void APIENTRY glMultiTexGenfvEXT (GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glMultiTexGeniEXT (GLenum texunit, GLenum coord, GLenum pname, GLint param); +GLAPI void APIENTRY glMultiTexGenivEXT (GLenum texunit, GLenum coord, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetMultiTexEnvfvEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexEnvivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMultiTexGendvEXT (GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetMultiTexGenfvEXT (GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexGenivEXT (GLenum texunit, GLenum coord, GLenum pname, GLint *params); +GLAPI void APIENTRY glMultiTexParameteriEXT (GLenum texunit, GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glMultiTexParameterivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMultiTexParameterfEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glMultiTexParameterfvEXT (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetMultiTexImageEXT (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI void APIENTRY glGetMultiTexParameterfvEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexParameterivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMultiTexLevelParameterfvEXT (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexLevelParameterivEXT (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI void APIENTRY glMultiTexImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glEnableClientStateIndexedEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glDisableClientStateIndexedEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glGetFloatIndexedvEXT (GLenum target, GLuint index, GLfloat *data); +GLAPI void APIENTRY glGetDoubleIndexedvEXT (GLenum target, GLuint index, GLdouble *data); +GLAPI void APIENTRY glGetPointerIndexedvEXT (GLenum target, GLuint index, void **data); +GLAPI void APIENTRY glEnableIndexedEXT (GLenum target, GLuint index); +GLAPI void APIENTRY glDisableIndexedEXT (GLenum target, GLuint index); +GLAPI GLboolean APIENTRY glIsEnabledIndexedEXT (GLenum target, GLuint index); +GLAPI void APIENTRY glGetIntegerIndexedvEXT (GLenum target, GLuint index, GLint *data); +GLAPI void APIENTRY glGetBooleanIndexedvEXT (GLenum target, GLuint index, GLboolean *data); +GLAPI void APIENTRY glCompressedTextureImage3DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glGetCompressedTextureImageEXT (GLuint texture, GLenum target, GLint lod, void *img); +GLAPI void APIENTRY glCompressedMultiTexImage3DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glGetCompressedMultiTexImageEXT (GLenum texunit, GLenum target, GLint lod, void *img); +GLAPI void APIENTRY glMatrixLoadTransposefEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoadTransposedEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glMatrixMultTransposefEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMultTransposedEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glNamedBufferDataEXT (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glNamedBufferSubDataEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void *APIENTRY glMapNamedBufferEXT (GLuint buffer, GLenum access); +GLAPI GLboolean APIENTRY glUnmapNamedBufferEXT (GLuint buffer); +GLAPI void APIENTRY glGetNamedBufferParameterivEXT (GLuint buffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetNamedBufferPointervEXT (GLuint buffer, GLenum pname, void **params); +GLAPI void APIENTRY glGetNamedBufferSubDataEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI void APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat v0); +GLAPI void APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint v0); +GLAPI void APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glTextureBufferEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glMultiTexBufferEXT (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glTextureParameterIivEXT (GLuint texture, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTextureParameterIuivEXT (GLuint texture, GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTextureParameterIivEXT (GLuint texture, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureParameterIuivEXT (GLuint texture, GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glMultiTexParameterIivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMultiTexParameterIuivEXT (GLenum texunit, GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetMultiTexParameterIivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMultiTexParameterIuivEXT (GLenum texunit, GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glProgramUniform1uiEXT (GLuint program, GLint location, GLuint v0); +GLAPI void APIENTRY glProgramUniform2uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glProgramUniform3uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glProgramUniform4uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glProgramUniform1uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform2uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform3uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform4uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glNamedProgramLocalParameters4fvEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI void APIENTRY glNamedProgramLocalParameterI4iEXT (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glNamedProgramLocalParameterI4ivEXT (GLuint program, GLenum target, GLuint index, const GLint *params); +GLAPI void APIENTRY glNamedProgramLocalParametersI4ivEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI void APIENTRY glNamedProgramLocalParameterI4uiEXT (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glNamedProgramLocalParameterI4uivEXT (GLuint program, GLenum target, GLuint index, const GLuint *params); +GLAPI void APIENTRY glNamedProgramLocalParametersI4uivEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterIivEXT (GLuint program, GLenum target, GLuint index, GLint *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterIuivEXT (GLuint program, GLenum target, GLuint index, GLuint *params); +GLAPI void APIENTRY glEnableClientStateiEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glDisableClientStateiEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glGetFloati_vEXT (GLenum pname, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetDoublei_vEXT (GLenum pname, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetPointeri_vEXT (GLenum pname, GLuint index, void **params); +GLAPI void APIENTRY glNamedProgramStringEXT (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); +GLAPI void APIENTRY glNamedProgramLocalParameter4dEXT (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glNamedProgramLocalParameter4dvEXT (GLuint program, GLenum target, GLuint index, const GLdouble *params); +GLAPI void APIENTRY glNamedProgramLocalParameter4fEXT (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glNamedProgramLocalParameter4fvEXT (GLuint program, GLenum target, GLuint index, const GLfloat *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterdvEXT (GLuint program, GLenum target, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterfvEXT (GLuint program, GLenum target, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetNamedProgramivEXT (GLuint program, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetNamedProgramStringEXT (GLuint program, GLenum target, GLenum pname, void *string); +GLAPI void APIENTRY glNamedRenderbufferStorageEXT (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetNamedRenderbufferParameterivEXT (GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleEXT (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleCoverageEXT (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI GLenum APIENTRY glCheckNamedFramebufferStatusEXT (GLuint framebuffer, GLenum target); +GLAPI void APIENTRY glNamedFramebufferTexture1DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTexture2DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTexture3DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glNamedFramebufferRenderbufferEXT (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetNamedFramebufferAttachmentParameterivEXT (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateTextureMipmapEXT (GLuint texture, GLenum target); +GLAPI void APIENTRY glGenerateMultiTexMipmapEXT (GLenum texunit, GLenum target); +GLAPI void APIENTRY glFramebufferDrawBufferEXT (GLuint framebuffer, GLenum mode); +GLAPI void APIENTRY glFramebufferDrawBuffersEXT (GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glFramebufferReadBufferEXT (GLuint framebuffer, GLenum mode); +GLAPI void APIENTRY glGetFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glNamedCopyBufferSubDataEXT (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glNamedFramebufferTextureEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTextureLayerEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void APIENTRY glNamedFramebufferTextureFaceEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +GLAPI void APIENTRY glTextureRenderbufferEXT (GLuint texture, GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glMultiTexRenderbufferEXT (GLenum texunit, GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glVertexArrayVertexOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayColorOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayEdgeFlagOffsetEXT (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayIndexOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayNormalOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayTexCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayMultiTexCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayFogCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArraySecondaryColorOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayVertexAttribOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayVertexAttribIOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glEnableVertexArrayEXT (GLuint vaobj, GLenum array); +GLAPI void APIENTRY glDisableVertexArrayEXT (GLuint vaobj, GLenum array); +GLAPI void APIENTRY glEnableVertexArrayAttribEXT (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glDisableVertexArrayAttribEXT (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glGetVertexArrayIntegervEXT (GLuint vaobj, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayPointervEXT (GLuint vaobj, GLenum pname, void **param); +GLAPI void APIENTRY glGetVertexArrayIntegeri_vEXT (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayPointeri_vEXT (GLuint vaobj, GLuint index, GLenum pname, void **param); +GLAPI void *APIENTRY glMapNamedBufferRangeEXT (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI void APIENTRY glFlushMappedNamedBufferRangeEXT (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glNamedBufferStorageEXT (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param); +GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glProgramUniform1dEXT (GLuint program, GLint location, GLdouble x); +GLAPI void APIENTRY glProgramUniform2dEXT (GLuint program, GLint location, GLdouble x, GLdouble y); +GLAPI void APIENTRY glProgramUniform3dEXT (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glProgramUniform4dEXT (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramUniform1dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform2dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform3dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform4dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glVertexArrayVertexAttribLOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glTexturePageCommitmentEXT (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +GLAPI void APIENTRY glVertexArrayVertexAttribDivisorEXT (GLuint vaobj, GLuint index, GLuint divisor); +#endif +#endif /* GL_EXT_direct_state_access */ + +#ifndef GL_EXT_draw_buffers2 +#define GL_EXT_draw_buffers2 1 +typedef void (APIENTRYP PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorMaskIndexedEXT (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +#endif +#endif /* GL_EXT_draw_buffers2 */ + +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedEXT (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +GLAPI void APIENTRY glDrawElementsInstancedEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_EXT_draw_instanced */ + +#ifndef GL_EXT_draw_range_elements +#define GL_EXT_draw_range_elements 1 +#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 +#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawRangeElementsEXT (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +#endif +#endif /* GL_EXT_draw_range_elements */ + +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 +typedef void *GLeglClientBufferEXT; +typedef void (APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferStorageExternalEXT (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +GLAPI void APIENTRY glNamedBufferStorageExternalEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#endif +#endif /* GL_EXT_external_buffer */ + +#ifndef GL_EXT_fog_coord +#define GL_EXT_fog_coord 1 +#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 +#define GL_FOG_COORDINATE_EXT 0x8451 +#define GL_FRAGMENT_DEPTH_EXT 0x8452 +#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 +#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 +typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC) (GLfloat coord); +typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); +typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC) (GLdouble coord); +typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); +typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFogCoordfEXT (GLfloat coord); +GLAPI void APIENTRY glFogCoordfvEXT (const GLfloat *coord); +GLAPI void APIENTRY glFogCoorddEXT (GLdouble coord); +GLAPI void APIENTRY glFogCoorddvEXT (const GLdouble *coord); +GLAPI void APIENTRY glFogCoordPointerEXT (GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_fog_coord */ + +#ifndef GL_EXT_framebuffer_blit +#define GL_EXT_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlitFramebufferEXT (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#endif +#endif /* GL_EXT_framebuffer_blit */ + +#ifndef GL_EXT_framebuffer_multisample +#define GL_EXT_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderbufferStorageMultisampleEXT (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_EXT_framebuffer_multisample */ + +#ifndef GL_EXT_framebuffer_multisample_blit_scaled +#define GL_EXT_framebuffer_multisample_blit_scaled 1 +#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA +#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB +#endif /* GL_EXT_framebuffer_multisample_blit_scaled */ + +#ifndef GL_EXT_framebuffer_object +#define GL_EXT_framebuffer_object 1 +#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 +#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 +#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 +#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 +#define GL_FRAMEBUFFER_EXT 0x8D40 +#define GL_RENDERBUFFER_EXT 0x8D41 +#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 +#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 +#define GL_STENCIL_INDEX1_EXT 0x8D46 +#define GL_STENCIL_INDEX4_EXT 0x8D47 +#define GL_STENCIL_INDEX8_EXT 0x8D48 +#define GL_STENCIL_INDEX16_EXT 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); +typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint *framebuffers); +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glIsRenderbufferEXT (GLuint renderbuffer); +GLAPI void APIENTRY glBindRenderbufferEXT (GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glDeleteRenderbuffersEXT (GLsizei n, const GLuint *renderbuffers); +GLAPI void APIENTRY glGenRenderbuffersEXT (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glRenderbufferStorageEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetRenderbufferParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI GLboolean APIENTRY glIsFramebufferEXT (GLuint framebuffer); +GLAPI void APIENTRY glBindFramebufferEXT (GLenum target, GLuint framebuffer); +GLAPI void APIENTRY glDeleteFramebuffersEXT (GLsizei n, const GLuint *framebuffers); +GLAPI void APIENTRY glGenFramebuffersEXT (GLsizei n, GLuint *framebuffers); +GLAPI GLenum APIENTRY glCheckFramebufferStatusEXT (GLenum target); +GLAPI void APIENTRY glFramebufferTexture1DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture2DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture3DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glFramebufferRenderbufferEXT (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetFramebufferAttachmentParameterivEXT (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateMipmapEXT (GLenum target); +#endif +#endif /* GL_EXT_framebuffer_object */ + +#ifndef GL_EXT_framebuffer_sRGB +#define GL_EXT_framebuffer_sRGB 1 +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA +#endif /* GL_EXT_framebuffer_sRGB */ + +#ifndef GL_EXT_geometry_shader4 +#define GL_EXT_geometry_shader4 1 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE +#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_LINES_ADJACENCY_EXT 0x000A +#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B +#define GL_TRIANGLES_ADJACENCY_EXT 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 +#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); +#endif +#endif /* GL_EXT_geometry_shader4 */ + +#ifndef GL_EXT_gpu_program_parameters +#define GL_EXT_gpu_program_parameters 1 +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramEnvParameters4fvEXT (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI void APIENTRY glProgramLocalParameters4fvEXT (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +#endif +#endif /* GL_EXT_gpu_program_parameters */ + +#ifndef GL_EXT_gpu_shader4 +#define GL_EXT_gpu_shader4 1 +#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 +#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 +#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 +#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 +#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 +#define GL_INT_SAMPLER_1D_EXT 0x8DC9 +#define GL_INT_SAMPLER_2D_EXT 0x8DCA +#define GL_INT_SAMPLER_3D_EXT 0x8DCB +#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC +#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD +#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD +typedef void (APIENTRYP PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetUniformuivEXT (GLuint program, GLint location, GLuint *params); +GLAPI void APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint color, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataLocationEXT (GLuint program, const GLchar *name); +GLAPI void APIENTRY glUniform1uiEXT (GLint location, GLuint v0); +GLAPI void APIENTRY glUniform2uiEXT (GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glUniform3uiEXT (GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glUniform4uiEXT (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glUniform1uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform2uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform3uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform4uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glVertexAttribI1iEXT (GLuint index, GLint x); +GLAPI void APIENTRY glVertexAttribI2iEXT (GLuint index, GLint x, GLint y); +GLAPI void APIENTRY glVertexAttribI3iEXT (GLuint index, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexAttribI4iEXT (GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexAttribI1uiEXT (GLuint index, GLuint x); +GLAPI void APIENTRY glVertexAttribI2uiEXT (GLuint index, GLuint x, GLuint y); +GLAPI void APIENTRY glVertexAttribI3uiEXT (GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI void APIENTRY glVertexAttribI4uiEXT (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glVertexAttribI1ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI2ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI3ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI4ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI1uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI2uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI3uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4bvEXT (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttribI4svEXT (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttribI4ubvEXT (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribI4usvEXT (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribIPointerEXT (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribIivEXT (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribIuivEXT (GLuint index, GLenum pname, GLuint *params); +#endif +#endif /* GL_EXT_gpu_shader4 */ + +#ifndef GL_EXT_histogram +#define GL_EXT_histogram 1 +#define GL_HISTOGRAM_EXT 0x8024 +#define GL_PROXY_HISTOGRAM_EXT 0x8025 +#define GL_HISTOGRAM_WIDTH_EXT 0x8026 +#define GL_HISTOGRAM_FORMAT_EXT 0x8027 +#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C +#define GL_HISTOGRAM_SINK_EXT 0x802D +#define GL_MINMAX_EXT 0x802E +#define GL_MINMAX_FORMAT_EXT 0x802F +#define GL_MINMAX_SINK_EXT 0x8030 +#define GL_TABLE_TOO_LARGE_EXT 0x8031 +typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); +typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetHistogramEXT (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetHistogramParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetHistogramParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMinmaxEXT (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetMinmaxParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMinmaxParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glHistogramEXT (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glMinmaxEXT (GLenum target, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glResetHistogramEXT (GLenum target); +GLAPI void APIENTRY glResetMinmaxEXT (GLenum target); +#endif +#endif /* GL_EXT_histogram */ + +#ifndef GL_EXT_index_array_formats +#define GL_EXT_index_array_formats 1 +#define GL_IUI_V2F_EXT 0x81AD +#define GL_IUI_V3F_EXT 0x81AE +#define GL_IUI_N3F_V2F_EXT 0x81AF +#define GL_IUI_N3F_V3F_EXT 0x81B0 +#define GL_T2F_IUI_V2F_EXT 0x81B1 +#define GL_T2F_IUI_V3F_EXT 0x81B2 +#define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 +#define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 +#endif /* GL_EXT_index_array_formats */ + +#ifndef GL_EXT_index_func +#define GL_EXT_index_func 1 +#define GL_INDEX_TEST_EXT 0x81B5 +#define GL_INDEX_TEST_FUNC_EXT 0x81B6 +#define GL_INDEX_TEST_REF_EXT 0x81B7 +typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC) (GLenum func, GLclampf ref); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glIndexFuncEXT (GLenum func, GLclampf ref); +#endif +#endif /* GL_EXT_index_func */ + +#ifndef GL_EXT_index_material +#define GL_EXT_index_material 1 +#define GL_INDEX_MATERIAL_EXT 0x81B8 +#define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9 +#define GL_INDEX_MATERIAL_FACE_EXT 0x81BA +typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glIndexMaterialEXT (GLenum face, GLenum mode); +#endif +#endif /* GL_EXT_index_material */ + +#ifndef GL_EXT_index_texture +#define GL_EXT_index_texture 1 +#endif /* GL_EXT_index_texture */ + +#ifndef GL_EXT_light_texture +#define GL_EXT_light_texture 1 +#define GL_FRAGMENT_MATERIAL_EXT 0x8349 +#define GL_FRAGMENT_NORMAL_EXT 0x834A +#define GL_FRAGMENT_COLOR_EXT 0x834C +#define GL_ATTENUATION_EXT 0x834D +#define GL_SHADOW_ATTENUATION_EXT 0x834E +#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F +#define GL_TEXTURE_LIGHT_EXT 0x8350 +#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 +#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 +typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); +typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glApplyTextureEXT (GLenum mode); +GLAPI void APIENTRY glTextureLightEXT (GLenum pname); +GLAPI void APIENTRY glTextureMaterialEXT (GLenum face, GLenum mode); +#endif +#endif /* GL_EXT_light_texture */ + +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_UUID_SIZE_EXT 16 +typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte *data); +typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte *data); +typedef void (APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint *memoryObjects); +typedef GLboolean (APIENTRYP PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); +typedef void (APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint *memoryObjects); +typedef void (APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetUnsignedBytevEXT (GLenum pname, GLubyte *data); +GLAPI void APIENTRY glGetUnsignedBytei_vEXT (GLenum target, GLuint index, GLubyte *data); +GLAPI void APIENTRY glDeleteMemoryObjectsEXT (GLsizei n, const GLuint *memoryObjects); +GLAPI GLboolean APIENTRY glIsMemoryObjectEXT (GLuint memoryObject); +GLAPI void APIENTRY glCreateMemoryObjectsEXT (GLsizei n, GLuint *memoryObjects); +GLAPI void APIENTRY glMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, GLint *params); +GLAPI void APIENTRY glTexStorageMem2DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem2DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem3DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem3DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glBufferStorageMemEXT (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem2DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem2DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem3DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem3DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glNamedBufferStorageMemEXT (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem1DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem1DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_EXT_memory_object */ + +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 +typedef void (APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportMemoryFdEXT (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_memory_object_fd */ + +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A +#define GL_LUID_SIZE_EXT 8 +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportMemoryWin32HandleEXT (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +GLAPI void APIENTRY glImportMemoryWin32NameEXT (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_memory_object_win32 */ + +#ifndef GL_EXT_misc_attribute +#define GL_EXT_misc_attribute 1 +#endif /* GL_EXT_misc_attribute */ + +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysEXT (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI void APIENTRY glMultiDrawElementsEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#endif +#endif /* GL_EXT_multi_draw_arrays */ + +#ifndef GL_EXT_multisample +#define GL_EXT_multisample 1 +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#define GL_SAMPLE_MASK_EXT 0x80A0 +#define GL_1PASS_EXT 0x80A1 +#define GL_2PASS_0_EXT 0x80A2 +#define GL_2PASS_1_EXT 0x80A3 +#define GL_4PASS_0_EXT 0x80A4 +#define GL_4PASS_1_EXT 0x80A5 +#define GL_4PASS_2_EXT 0x80A6 +#define GL_4PASS_3_EXT 0x80A7 +#define GL_SAMPLE_BUFFERS_EXT 0x80A8 +#define GL_SAMPLES_EXT 0x80A9 +#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA +#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB +#define GL_SAMPLE_PATTERN_EXT 0x80AC +#define GL_MULTISAMPLE_BIT_EXT 0x20000000 +typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); +typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSampleMaskEXT (GLclampf value, GLboolean invert); +GLAPI void APIENTRY glSamplePatternEXT (GLenum pattern); +#endif +#endif /* GL_EXT_multisample */ + +#ifndef GL_EXT_multiview_tessellation_geometry_shader +#define GL_EXT_multiview_tessellation_geometry_shader 1 +#endif /* GL_EXT_multiview_tessellation_geometry_shader */ + +#ifndef GL_EXT_multiview_texture_multisample +#define GL_EXT_multiview_texture_multisample 1 +#endif /* GL_EXT_multiview_texture_multisample */ + +#ifndef GL_EXT_multiview_timer_query +#define GL_EXT_multiview_timer_query 1 +#endif /* GL_EXT_multiview_timer_query */ + +#ifndef GL_EXT_packed_depth_stencil +#define GL_EXT_packed_depth_stencil 1 +#define GL_DEPTH_STENCIL_EXT 0x84F9 +#define GL_UNSIGNED_INT_24_8_EXT 0x84FA +#define GL_DEPTH24_STENCIL8_EXT 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 +#endif /* GL_EXT_packed_depth_stencil */ + +#ifndef GL_EXT_packed_float +#define GL_EXT_packed_float 1 +#define GL_R11F_G11F_B10F_EXT 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B +#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C +#endif /* GL_EXT_packed_float */ + +#ifndef GL_EXT_packed_pixels +#define GL_EXT_packed_pixels 1 +#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 +#endif /* GL_EXT_packed_pixels */ + +#ifndef GL_EXT_paletted_texture +#define GL_EXT_paletted_texture 1 +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED +typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorTableEXT (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI void APIENTRY glGetColorTableEXT (GLenum target, GLenum format, GLenum type, void *data); +GLAPI void APIENTRY glGetColorTableParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetColorTableParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +#endif +#endif /* GL_EXT_paletted_texture */ + +#ifndef GL_EXT_pixel_buffer_object +#define GL_EXT_pixel_buffer_object 1 +#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF +#endif /* GL_EXT_pixel_buffer_object */ + +#ifndef GL_EXT_pixel_transform +#define GL_EXT_pixel_transform 1 +#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 +#define GL_PIXEL_MAG_FILTER_EXT 0x8331 +#define GL_PIXEL_MIN_FILTER_EXT 0x8332 +#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 +#define GL_CUBIC_EXT 0x8334 +#define GL_AVERAGE_EXT 0x8335 +#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 +#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 +#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelTransformParameteriEXT (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glPixelTransformParameterfEXT (GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glPixelTransformParameterivEXT (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glPixelTransformParameterfvEXT (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetPixelTransformParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetPixelTransformParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +#endif +#endif /* GL_EXT_pixel_transform */ + +#ifndef GL_EXT_pixel_transform_color_table +#define GL_EXT_pixel_transform_color_table 1 +#endif /* GL_EXT_pixel_transform_color_table */ + +#ifndef GL_EXT_point_parameters +#define GL_EXT_point_parameters 1 +#define GL_POINT_SIZE_MIN_EXT 0x8126 +#define GL_POINT_SIZE_MAX_EXT 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 +#define GL_DISTANCE_ATTENUATION_EXT 0x8129 +typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameterfEXT (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfvEXT (GLenum pname, const GLfloat *params); +#endif +#endif /* GL_EXT_point_parameters */ + +#ifndef GL_EXT_polygon_offset +#define GL_EXT_polygon_offset 1 +#define GL_POLYGON_OFFSET_EXT 0x8037 +#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 +#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 +typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonOffsetEXT (GLfloat factor, GLfloat bias); +#endif +#endif /* GL_EXT_polygon_offset */ + +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonOffsetClampEXT (GLfloat factor, GLfloat units, GLfloat clamp); +#endif +#endif /* GL_EXT_polygon_offset_clamp */ + +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 +#endif /* GL_EXT_post_depth_coverage */ + +#ifndef GL_EXT_provoking_vertex +#define GL_EXT_provoking_vertex 1 +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_PROVOKING_VERTEX_EXT 0x8E4F +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProvokingVertexEXT (GLenum mode); +#endif +#endif /* GL_EXT_provoking_vertex */ + +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +typedef void (APIENTRYP PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRasterSamplesEXT (GLuint samples, GLboolean fixedsamplelocations); +#endif +#endif /* GL_EXT_raster_multisample */ + +#ifndef GL_EXT_rescale_normal +#define GL_EXT_rescale_normal 1 +#define GL_RESCALE_NORMAL_EXT 0x803A +#endif /* GL_EXT_rescale_normal */ + +#ifndef GL_EXT_secondary_color +#define GL_EXT_secondary_color 1 +#define GL_COLOR_SUM_EXT 0x8458 +#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D +#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSecondaryColor3bEXT (GLbyte red, GLbyte green, GLbyte blue); +GLAPI void APIENTRY glSecondaryColor3bvEXT (const GLbyte *v); +GLAPI void APIENTRY glSecondaryColor3dEXT (GLdouble red, GLdouble green, GLdouble blue); +GLAPI void APIENTRY glSecondaryColor3dvEXT (const GLdouble *v); +GLAPI void APIENTRY glSecondaryColor3fEXT (GLfloat red, GLfloat green, GLfloat blue); +GLAPI void APIENTRY glSecondaryColor3fvEXT (const GLfloat *v); +GLAPI void APIENTRY glSecondaryColor3iEXT (GLint red, GLint green, GLint blue); +GLAPI void APIENTRY glSecondaryColor3ivEXT (const GLint *v); +GLAPI void APIENTRY glSecondaryColor3sEXT (GLshort red, GLshort green, GLshort blue); +GLAPI void APIENTRY glSecondaryColor3svEXT (const GLshort *v); +GLAPI void APIENTRY glSecondaryColor3ubEXT (GLubyte red, GLubyte green, GLubyte blue); +GLAPI void APIENTRY glSecondaryColor3ubvEXT (const GLubyte *v); +GLAPI void APIENTRY glSecondaryColor3uiEXT (GLuint red, GLuint green, GLuint blue); +GLAPI void APIENTRY glSecondaryColor3uivEXT (const GLuint *v); +GLAPI void APIENTRY glSecondaryColor3usEXT (GLushort red, GLushort green, GLushort blue); +GLAPI void APIENTRY glSecondaryColor3usvEXT (const GLushort *v); +GLAPI void APIENTRY glSecondaryColorPointerEXT (GLint size, GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_secondary_color */ + +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 +#define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 +typedef void (APIENTRYP PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint *semaphores); +typedef void (APIENTRYP PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint *semaphores); +typedef GLboolean (APIENTRYP PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); +typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64 *params); +typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64 *params); +typedef void (APIENTRYP PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenSemaphoresEXT (GLsizei n, GLuint *semaphores); +GLAPI void APIENTRY glDeleteSemaphoresEXT (GLsizei n, const GLuint *semaphores); +GLAPI GLboolean APIENTRY glIsSemaphoreEXT (GLuint semaphore); +GLAPI void APIENTRY glSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, const GLuint64 *params); +GLAPI void APIENTRY glGetSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, GLuint64 *params); +GLAPI void APIENTRY glWaitSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +GLAPI void APIENTRY glSignalSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#endif +#endif /* GL_EXT_semaphore */ + +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportSemaphoreFdEXT (GLuint semaphore, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_semaphore_fd */ + +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportSemaphoreWin32HandleEXT (GLuint semaphore, GLenum handleType, void *handle); +GLAPI void APIENTRY glImportSemaphoreWin32NameEXT (GLuint semaphore, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_semaphore_win32 */ + +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 +#define GL_ACTIVE_PROGRAM_EXT 0x8B8D +typedef void (APIENTRYP PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program); +typedef void (APIENTRYP PFNGLACTIVEPROGRAMEXTPROC) (GLuint program); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar *string); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUseShaderProgramEXT (GLenum type, GLuint program); +GLAPI void APIENTRY glActiveProgramEXT (GLuint program); +GLAPI GLuint APIENTRY glCreateShaderProgramEXT (GLenum type, const GLchar *string); +#endif +#endif /* GL_EXT_separate_shader_objects */ + +#ifndef GL_EXT_separate_specular_color +#define GL_EXT_separate_specular_color 1 +#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 +#define GL_SINGLE_COLOR_EXT 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA +#endif /* GL_EXT_separate_specular_color */ + +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 +#endif /* GL_EXT_shader_framebuffer_fetch */ + +#ifndef GL_EXT_shader_framebuffer_fetch_non_coherent +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +typedef void (APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferFetchBarrierEXT (void); +#endif +#endif /* GL_EXT_shader_framebuffer_fetch_non_coherent */ + +#ifndef GL_EXT_shader_image_load_formatted +#define GL_EXT_shader_image_load_formatted 1 +#endif /* GL_EXT_shader_image_load_formatted */ + +#ifndef GL_EXT_shader_image_load_store +#define GL_EXT_shader_image_load_store 1 +#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 +#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A +#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B +#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C +#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D +#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E +#define GL_IMAGE_1D_EXT 0x904C +#define GL_IMAGE_2D_EXT 0x904D +#define GL_IMAGE_3D_EXT 0x904E +#define GL_IMAGE_2D_RECT_EXT 0x904F +#define GL_IMAGE_CUBE_EXT 0x9050 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_IMAGE_1D_ARRAY_EXT 0x9052 +#define GL_IMAGE_2D_ARRAY_EXT 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 +#define GL_INT_IMAGE_1D_EXT 0x9057 +#define GL_INT_IMAGE_2D_EXT 0x9058 +#define GL_INT_IMAGE_3D_EXT 0x9059 +#define GL_INT_IMAGE_2D_RECT_EXT 0x905A +#define GL_INT_IMAGE_CUBE_EXT 0x905B +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D +#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C +#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D +#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 +#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 +#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +typedef void (APIENTRYP PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindImageTextureEXT (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +GLAPI void APIENTRY glMemoryBarrierEXT (GLbitfield barriers); +#endif +#endif /* GL_EXT_shader_image_load_store */ + +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 +#endif /* GL_EXT_shader_integer_mix */ + +#ifndef GL_EXT_shader_samples_identical +#define GL_EXT_shader_samples_identical 1 +#endif /* GL_EXT_shader_samples_identical */ + +#ifndef GL_EXT_shadow_funcs +#define GL_EXT_shadow_funcs 1 +#endif /* GL_EXT_shadow_funcs */ + +#ifndef GL_EXT_shared_texture_palette +#define GL_EXT_shared_texture_palette 1 +#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB +#endif /* GL_EXT_shared_texture_palette */ + +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 +#endif /* GL_EXT_sparse_texture2 */ + +#ifndef GL_EXT_stencil_clear_tag +#define GL_EXT_stencil_clear_tag 1 +#define GL_STENCIL_TAG_BITS_EXT 0x88F2 +#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 +typedef void (APIENTRYP PFNGLSTENCILCLEARTAGEXTPROC) (GLsizei stencilTagBits, GLuint stencilClearTag); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStencilClearTagEXT (GLsizei stencilTagBits, GLuint stencilClearTag); +#endif +#endif /* GL_EXT_stencil_clear_tag */ + +#ifndef GL_EXT_stencil_two_side +#define GL_EXT_stencil_two_side 1 +#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 +#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 +typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveStencilFaceEXT (GLenum face); +#endif +#endif /* GL_EXT_stencil_two_side */ + +#ifndef GL_EXT_stencil_wrap +#define GL_EXT_stencil_wrap 1 +#define GL_INCR_WRAP_EXT 0x8507 +#define GL_DECR_WRAP_EXT 0x8508 +#endif /* GL_EXT_stencil_wrap */ + +#ifndef GL_EXT_subtexture +#define GL_EXT_subtexture 1 +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexSubImage1DEXT (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage2DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +#endif +#endif /* GL_EXT_subtexture */ + +#ifndef GL_EXT_texture +#define GL_EXT_texture 1 +#define GL_ALPHA4_EXT 0x803B +#define GL_ALPHA8_EXT 0x803C +#define GL_ALPHA12_EXT 0x803D +#define GL_ALPHA16_EXT 0x803E +#define GL_LUMINANCE4_EXT 0x803F +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE12_EXT 0x8041 +#define GL_LUMINANCE16_EXT 0x8042 +#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 +#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 +#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 +#define GL_INTENSITY_EXT 0x8049 +#define GL_INTENSITY4_EXT 0x804A +#define GL_INTENSITY8_EXT 0x804B +#define GL_INTENSITY12_EXT 0x804C +#define GL_INTENSITY16_EXT 0x804D +#define GL_RGB2_EXT 0x804E +#define GL_RGB4_EXT 0x804F +#define GL_RGB5_EXT 0x8050 +#define GL_RGB8_EXT 0x8051 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB12_EXT 0x8053 +#define GL_RGB16_EXT 0x8054 +#define GL_RGBA2_EXT 0x8055 +#define GL_RGBA4_EXT 0x8056 +#define GL_RGB5_A1_EXT 0x8057 +#define GL_RGBA8_EXT 0x8058 +#define GL_RGB10_A2_EXT 0x8059 +#define GL_RGBA12_EXT 0x805A +#define GL_RGBA16_EXT 0x805B +#define GL_TEXTURE_RED_SIZE_EXT 0x805C +#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D +#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E +#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 +#define GL_REPLACE_EXT 0x8062 +#define GL_PROXY_TEXTURE_1D_EXT 0x8063 +#define GL_PROXY_TEXTURE_2D_EXT 0x8064 +#define GL_TEXTURE_TOO_LARGE_EXT 0x8065 +#endif /* GL_EXT_texture */ + +#ifndef GL_EXT_texture3D +#define GL_EXT_texture3D 1 +#define GL_PACK_SKIP_IMAGES_EXT 0x806B +#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C +#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D +#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E +#define GL_TEXTURE_3D_EXT 0x806F +#define GL_PROXY_TEXTURE_3D_EXT 0x8070 +#define GL_TEXTURE_DEPTH_EXT 0x8071 +#define GL_TEXTURE_WRAP_R_EXT 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 +typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexImage3DEXT (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage3DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +#endif +#endif /* GL_EXT_texture3D */ + +#ifndef GL_EXT_texture_array +#define GL_EXT_texture_array 1 +#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 +#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D +#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF +#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferTextureLayerEXT (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +#endif +#endif /* GL_EXT_texture_array */ + +#ifndef GL_EXT_texture_buffer_object +#define GL_EXT_texture_buffer_object 1 +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E +typedef void (APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexBufferEXT (GLenum target, GLenum internalformat, GLuint buffer); +#endif +#endif /* GL_EXT_texture_buffer_object */ + +#ifndef GL_EXT_texture_compression_latc +#define GL_EXT_texture_compression_latc 1 +#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 +#endif /* GL_EXT_texture_compression_latc */ + +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#endif /* GL_EXT_texture_compression_rgtc */ + +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif /* GL_EXT_texture_compression_s3tc */ + +#ifndef GL_EXT_texture_cube_map +#define GL_EXT_texture_cube_map 1 +#define GL_NORMAL_MAP_EXT 0x8511 +#define GL_REFLECTION_MAP_EXT 0x8512 +#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C +#endif /* GL_EXT_texture_cube_map */ + +#ifndef GL_EXT_texture_env_add +#define GL_EXT_texture_env_add 1 +#endif /* GL_EXT_texture_env_add */ + +#ifndef GL_EXT_texture_env_combine +#define GL_EXT_texture_env_combine 1 +#define GL_COMBINE_EXT 0x8570 +#define GL_COMBINE_RGB_EXT 0x8571 +#define GL_COMBINE_ALPHA_EXT 0x8572 +#define GL_RGB_SCALE_EXT 0x8573 +#define GL_ADD_SIGNED_EXT 0x8574 +#define GL_INTERPOLATE_EXT 0x8575 +#define GL_CONSTANT_EXT 0x8576 +#define GL_PRIMARY_COLOR_EXT 0x8577 +#define GL_PREVIOUS_EXT 0x8578 +#define GL_SOURCE0_RGB_EXT 0x8580 +#define GL_SOURCE1_RGB_EXT 0x8581 +#define GL_SOURCE2_RGB_EXT 0x8582 +#define GL_SOURCE0_ALPHA_EXT 0x8588 +#define GL_SOURCE1_ALPHA_EXT 0x8589 +#define GL_SOURCE2_ALPHA_EXT 0x858A +#define GL_OPERAND0_RGB_EXT 0x8590 +#define GL_OPERAND1_RGB_EXT 0x8591 +#define GL_OPERAND2_RGB_EXT 0x8592 +#define GL_OPERAND0_ALPHA_EXT 0x8598 +#define GL_OPERAND1_ALPHA_EXT 0x8599 +#define GL_OPERAND2_ALPHA_EXT 0x859A +#endif /* GL_EXT_texture_env_combine */ + +#ifndef GL_EXT_texture_env_dot3 +#define GL_EXT_texture_env_dot3 1 +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT3_RGBA_EXT 0x8741 +#endif /* GL_EXT_texture_env_dot3 */ + +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif /* GL_EXT_texture_filter_anisotropic */ + +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 +#endif /* GL_EXT_texture_filter_minmax */ + +#ifndef GL_EXT_texture_integer +#define GL_EXT_texture_integer 1 +#define GL_RGBA32UI_EXT 0x8D70 +#define GL_RGB32UI_EXT 0x8D71 +#define GL_ALPHA32UI_EXT 0x8D72 +#define GL_INTENSITY32UI_EXT 0x8D73 +#define GL_LUMINANCE32UI_EXT 0x8D74 +#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 +#define GL_RGBA16UI_EXT 0x8D76 +#define GL_RGB16UI_EXT 0x8D77 +#define GL_ALPHA16UI_EXT 0x8D78 +#define GL_INTENSITY16UI_EXT 0x8D79 +#define GL_LUMINANCE16UI_EXT 0x8D7A +#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B +#define GL_RGBA8UI_EXT 0x8D7C +#define GL_RGB8UI_EXT 0x8D7D +#define GL_ALPHA8UI_EXT 0x8D7E +#define GL_INTENSITY8UI_EXT 0x8D7F +#define GL_LUMINANCE8UI_EXT 0x8D80 +#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 +#define GL_RGBA32I_EXT 0x8D82 +#define GL_RGB32I_EXT 0x8D83 +#define GL_ALPHA32I_EXT 0x8D84 +#define GL_INTENSITY32I_EXT 0x8D85 +#define GL_LUMINANCE32I_EXT 0x8D86 +#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 +#define GL_RGBA16I_EXT 0x8D88 +#define GL_RGB16I_EXT 0x8D89 +#define GL_ALPHA16I_EXT 0x8D8A +#define GL_INTENSITY16I_EXT 0x8D8B +#define GL_LUMINANCE16I_EXT 0x8D8C +#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D +#define GL_RGBA8I_EXT 0x8D8E +#define GL_RGB8I_EXT 0x8D8F +#define GL_ALPHA8I_EXT 0x8D90 +#define GL_INTENSITY8I_EXT 0x8D91 +#define GL_LUMINANCE8I_EXT 0x8D92 +#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 +#define GL_RED_INTEGER_EXT 0x8D94 +#define GL_GREEN_INTEGER_EXT 0x8D95 +#define GL_BLUE_INTEGER_EXT 0x8D96 +#define GL_ALPHA_INTEGER_EXT 0x8D97 +#define GL_RGB_INTEGER_EXT 0x8D98 +#define GL_RGBA_INTEGER_EXT 0x8D99 +#define GL_BGR_INTEGER_EXT 0x8D9A +#define GL_BGRA_INTEGER_EXT 0x8D9B +#define GL_LUMINANCE_INTEGER_EXT 0x8D9C +#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D +#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); +typedef void (APIENTRYP PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexParameterIivEXT (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTexParameterIuivEXT (GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTexParameterIivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTexParameterIuivEXT (GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glClearColorIiEXT (GLint red, GLint green, GLint blue, GLint alpha); +GLAPI void APIENTRY glClearColorIuiEXT (GLuint red, GLuint green, GLuint blue, GLuint alpha); +#endif +#endif /* GL_EXT_texture_integer */ + +#ifndef GL_EXT_texture_lod_bias +#define GL_EXT_texture_lod_bias 1 +#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD +#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 +#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 +#endif /* GL_EXT_texture_lod_bias */ + +#ifndef GL_EXT_texture_mirror_clamp +#define GL_EXT_texture_mirror_clamp 1 +#define GL_MIRROR_CLAMP_EXT 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 +#endif /* GL_EXT_texture_mirror_clamp */ + +#ifndef GL_EXT_texture_object +#define GL_EXT_texture_object 1 +#define GL_TEXTURE_PRIORITY_EXT 0x8066 +#define GL_TEXTURE_RESIDENT_EXT 0x8067 +#define GL_TEXTURE_1D_BINDING_EXT 0x8068 +#define GL_TEXTURE_2D_BINDING_EXT 0x8069 +#define GL_TEXTURE_3D_BINDING_EXT 0x806A +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint *textures, GLboolean *residences); +typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint *textures); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint *textures, const GLclampf *priorities); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glAreTexturesResidentEXT (GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI void APIENTRY glBindTextureEXT (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTexturesEXT (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTexturesEXT (GLsizei n, GLuint *textures); +GLAPI GLboolean APIENTRY glIsTextureEXT (GLuint texture); +GLAPI void APIENTRY glPrioritizeTexturesEXT (GLsizei n, const GLuint *textures, const GLclampf *priorities); +#endif +#endif /* GL_EXT_texture_object */ + +#ifndef GL_EXT_texture_perturb_normal +#define GL_EXT_texture_perturb_normal 1 +#define GL_PERTURB_EXT 0x85AE +#define GL_TEXTURE_NORMAL_EXT 0x85AF +typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureNormalEXT (GLenum mode); +#endif +#endif /* GL_EXT_texture_perturb_normal */ + +#ifndef GL_EXT_texture_sRGB +#define GL_EXT_texture_sRGB 1 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB8_EXT 0x8C41 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 +#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 +#define GL_SLUMINANCE_EXT 0x8C46 +#define GL_SLUMINANCE8_EXT 0x8C47 +#define GL_COMPRESSED_SRGB_EXT 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 +#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#endif /* GL_EXT_texture_sRGB */ + +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 +#define GL_SR8_EXT 0x8FBD +#endif /* GL_EXT_texture_sRGB_R8 */ + +#ifndef GL_EXT_texture_sRGB_RG8 +#define GL_EXT_texture_sRGB_RG8 1 +#define GL_SRG8_EXT 0x8FBE +#endif /* GL_EXT_texture_sRGB_RG8 */ + +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_DECODE_EXT 0x8A49 +#define GL_SKIP_DECODE_EXT 0x8A4A +#endif /* GL_EXT_texture_sRGB_decode */ + +#ifndef GL_EXT_texture_shadow_lod +#define GL_EXT_texture_shadow_lod 1 +#endif /* GL_EXT_texture_shadow_lod */ + +#ifndef GL_EXT_texture_shared_exponent +#define GL_EXT_texture_shared_exponent 1 +#define GL_RGB9_E5_EXT 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E +#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F +#endif /* GL_EXT_texture_shared_exponent */ + +#ifndef GL_EXT_texture_snorm +#define GL_EXT_texture_snorm 1 +#define GL_ALPHA_SNORM 0x9010 +#define GL_LUMINANCE_SNORM 0x9011 +#define GL_LUMINANCE_ALPHA_SNORM 0x9012 +#define GL_INTENSITY_SNORM 0x9013 +#define GL_ALPHA8_SNORM 0x9014 +#define GL_LUMINANCE8_SNORM 0x9015 +#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 +#define GL_INTENSITY8_SNORM 0x9017 +#define GL_ALPHA16_SNORM 0x9018 +#define GL_LUMINANCE16_SNORM 0x9019 +#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A +#define GL_INTENSITY16_SNORM 0x901B +#define GL_RED_SNORM 0x8F90 +#define GL_RG_SNORM 0x8F91 +#define GL_RGB_SNORM 0x8F92 +#define GL_RGBA_SNORM 0x8F93 +#endif /* GL_EXT_texture_snorm */ + +#ifndef GL_EXT_texture_storage +#define GL_EXT_texture_storage 1 +#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F +#define GL_RGBA32F_EXT 0x8814 +#define GL_RGB32F_EXT 0x8815 +#define GL_ALPHA32F_EXT 0x8816 +#define GL_LUMINANCE32F_EXT 0x8818 +#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_ALPHA16F_EXT 0x881C +#define GL_LUMINANCE16F_EXT 0x881E +#define GL_LUMINANCE_ALPHA16F_EXT 0x881F +#define GL_BGRA8_EXT 0x93A1 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B +#define GL_R32F_EXT 0x822E +#define GL_RG32F_EXT 0x8230 +#define GL_R16F_EXT 0x822D +#define GL_RG16F_EXT 0x822F +typedef void (APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#endif +#endif /* GL_EXT_texture_storage */ + +#ifndef GL_EXT_texture_swizzle +#define GL_EXT_texture_swizzle 1 +#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 +#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 +#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 +#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 +#endif /* GL_EXT_texture_swizzle */ + +#ifndef GL_EXT_timer_query +#define GL_EXT_timer_query 1 +#define GL_TIME_ELAPSED_EXT 0x88BF +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64 *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetQueryObjecti64vEXT (GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetQueryObjectui64vEXT (GLuint id, GLenum pname, GLuint64 *params); +#endif +#endif /* GL_EXT_timer_query */ + +#ifndef GL_EXT_transform_feedback +#define GL_EXT_transform_feedback 1 +#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F +#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C +#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 +#define GL_RASTERIZER_DISCARD_EXT 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (APIENTRYP PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginTransformFeedbackEXT (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedbackEXT (void); +GLAPI void APIENTRY glBindBufferRangeEXT (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferOffsetEXT (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +GLAPI void APIENTRY glBindBufferBaseEXT (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryingsEXT (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI void APIENTRY glGetTransformFeedbackVaryingEXT (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +#endif +#endif /* GL_EXT_transform_feedback */ + +#ifndef GL_EXT_vertex_array +#define GL_EXT_vertex_array 1 +#define GL_VERTEX_ARRAY_EXT 0x8074 +#define GL_NORMAL_ARRAY_EXT 0x8075 +#define GL_COLOR_ARRAY_EXT 0x8076 +#define GL_INDEX_ARRAY_EXT 0x8077 +#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 +#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 +#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A +#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B +#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C +#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D +#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E +#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F +#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 +#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 +#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 +#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 +#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 +#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 +#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 +#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 +#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A +#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B +#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C +#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D +#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E +#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F +#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 +#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 +typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC) (GLint i); +typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean *pointer); +typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC) (GLenum pname, void **params); +typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glArrayElementEXT (GLint i); +GLAPI void APIENTRY glColorPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glDrawArraysEXT (GLenum mode, GLint first, GLsizei count); +GLAPI void APIENTRY glEdgeFlagPointerEXT (GLsizei stride, GLsizei count, const GLboolean *pointer); +GLAPI void APIENTRY glGetPointervEXT (GLenum pname, void **params); +GLAPI void APIENTRY glIndexPointerEXT (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glNormalPointerEXT (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glTexCoordPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glVertexPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +#endif +#endif /* GL_EXT_vertex_array */ + +#ifndef GL_EXT_vertex_array_bgra +#define GL_EXT_vertex_array_bgra 1 +#endif /* GL_EXT_vertex_array_bgra */ + +#ifndef GL_EXT_vertex_attrib_64bit +#define GL_EXT_vertex_attrib_64bit 1 +#define GL_DOUBLE_VEC2_EXT 0x8FFC +#define GL_DOUBLE_VEC3_EXT 0x8FFD +#define GL_DOUBLE_VEC4_EXT 0x8FFE +#define GL_DOUBLE_MAT2_EXT 0x8F46 +#define GL_DOUBLE_MAT3_EXT 0x8F47 +#define GL_DOUBLE_MAT4_EXT 0x8F48 +#define GL_DOUBLE_MAT2x3_EXT 0x8F49 +#define GL_DOUBLE_MAT2x4_EXT 0x8F4A +#define GL_DOUBLE_MAT3x2_EXT 0x8F4B +#define GL_DOUBLE_MAT3x4_EXT 0x8F4C +#define GL_DOUBLE_MAT4x2_EXT 0x8F4D +#define GL_DOUBLE_MAT4x3_EXT 0x8F4E +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribL1dEXT (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttribL2dEXT (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttribL3dEXT (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttribL4dEXT (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttribL1dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL2dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL3dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL4dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribLPointerEXT (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribLdvEXT (GLuint index, GLenum pname, GLdouble *params); +#endif +#endif /* GL_EXT_vertex_attrib_64bit */ + +#ifndef GL_EXT_vertex_shader +#define GL_EXT_vertex_shader 1 +#define GL_VERTEX_SHADER_EXT 0x8780 +#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 +#define GL_OP_INDEX_EXT 0x8782 +#define GL_OP_NEGATE_EXT 0x8783 +#define GL_OP_DOT3_EXT 0x8784 +#define GL_OP_DOT4_EXT 0x8785 +#define GL_OP_MUL_EXT 0x8786 +#define GL_OP_ADD_EXT 0x8787 +#define GL_OP_MADD_EXT 0x8788 +#define GL_OP_FRAC_EXT 0x8789 +#define GL_OP_MAX_EXT 0x878A +#define GL_OP_MIN_EXT 0x878B +#define GL_OP_SET_GE_EXT 0x878C +#define GL_OP_SET_LT_EXT 0x878D +#define GL_OP_CLAMP_EXT 0x878E +#define GL_OP_FLOOR_EXT 0x878F +#define GL_OP_ROUND_EXT 0x8790 +#define GL_OP_EXP_BASE_2_EXT 0x8791 +#define GL_OP_LOG_BASE_2_EXT 0x8792 +#define GL_OP_POWER_EXT 0x8793 +#define GL_OP_RECIP_EXT 0x8794 +#define GL_OP_RECIP_SQRT_EXT 0x8795 +#define GL_OP_SUB_EXT 0x8796 +#define GL_OP_CROSS_PRODUCT_EXT 0x8797 +#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 +#define GL_OP_MOV_EXT 0x8799 +#define GL_OUTPUT_VERTEX_EXT 0x879A +#define GL_OUTPUT_COLOR0_EXT 0x879B +#define GL_OUTPUT_COLOR1_EXT 0x879C +#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D +#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E +#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F +#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 +#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 +#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 +#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 +#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 +#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 +#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 +#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 +#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 +#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 +#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA +#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB +#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC +#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD +#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE +#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF +#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 +#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 +#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 +#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 +#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 +#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 +#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 +#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 +#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 +#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 +#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA +#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB +#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC +#define GL_OUTPUT_FOG_EXT 0x87BD +#define GL_SCALAR_EXT 0x87BE +#define GL_VECTOR_EXT 0x87BF +#define GL_MATRIX_EXT 0x87C0 +#define GL_VARIANT_EXT 0x87C1 +#define GL_INVARIANT_EXT 0x87C2 +#define GL_LOCAL_CONSTANT_EXT 0x87C3 +#define GL_LOCAL_EXT 0x87C4 +#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 +#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 +#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 +#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 +#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE +#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF +#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 +#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 +#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 +#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 +#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 +#define GL_X_EXT 0x87D5 +#define GL_Y_EXT 0x87D6 +#define GL_Z_EXT 0x87D7 +#define GL_W_EXT 0x87D8 +#define GL_NEGATIVE_X_EXT 0x87D9 +#define GL_NEGATIVE_Y_EXT 0x87DA +#define GL_NEGATIVE_Z_EXT 0x87DB +#define GL_NEGATIVE_W_EXT 0x87DC +#define GL_ZERO_EXT 0x87DD +#define GL_ONE_EXT 0x87DE +#define GL_NEGATIVE_ONE_EXT 0x87DF +#define GL_NORMALIZED_RANGE_EXT 0x87E0 +#define GL_FULL_RANGE_EXT 0x87E1 +#define GL_CURRENT_VERTEX_EXT 0x87E2 +#define GL_MVP_MATRIX_EXT 0x87E3 +#define GL_VARIANT_VALUE_EXT 0x87E4 +#define GL_VARIANT_DATATYPE_EXT 0x87E5 +#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 +#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 +#define GL_VARIANT_ARRAY_EXT 0x87E8 +#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 +#define GL_INVARIANT_VALUE_EXT 0x87EA +#define GL_INVARIANT_DATATYPE_EXT 0x87EB +#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC +#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED +typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC) (void); +typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC) (void); +typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); +typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); +typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); +typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); +typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); +typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); +typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); +typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC) (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); +typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, const void *addr); +typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, const void *addr); +typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC) (GLuint id, const GLbyte *addr); +typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC) (GLuint id, const GLshort *addr); +typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC) (GLuint id, const GLint *addr); +typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC) (GLuint id, const GLfloat *addr); +typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC) (GLuint id, const GLdouble *addr); +typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC) (GLuint id, const GLubyte *addr); +typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC) (GLuint id, const GLushort *addr); +typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC) (GLuint id, const GLuint *addr); +typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, const void *addr); +typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); +typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); +typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC) (GLenum value); +typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); +typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data); +typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginVertexShaderEXT (void); +GLAPI void APIENTRY glEndVertexShaderEXT (void); +GLAPI void APIENTRY glBindVertexShaderEXT (GLuint id); +GLAPI GLuint APIENTRY glGenVertexShadersEXT (GLuint range); +GLAPI void APIENTRY glDeleteVertexShaderEXT (GLuint id); +GLAPI void APIENTRY glShaderOp1EXT (GLenum op, GLuint res, GLuint arg1); +GLAPI void APIENTRY glShaderOp2EXT (GLenum op, GLuint res, GLuint arg1, GLuint arg2); +GLAPI void APIENTRY glShaderOp3EXT (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +GLAPI void APIENTRY glSwizzleEXT (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +GLAPI void APIENTRY glWriteMaskEXT (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +GLAPI void APIENTRY glInsertComponentEXT (GLuint res, GLuint src, GLuint num); +GLAPI void APIENTRY glExtractComponentEXT (GLuint res, GLuint src, GLuint num); +GLAPI GLuint APIENTRY glGenSymbolsEXT (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); +GLAPI void APIENTRY glSetInvariantEXT (GLuint id, GLenum type, const void *addr); +GLAPI void APIENTRY glSetLocalConstantEXT (GLuint id, GLenum type, const void *addr); +GLAPI void APIENTRY glVariantbvEXT (GLuint id, const GLbyte *addr); +GLAPI void APIENTRY glVariantsvEXT (GLuint id, const GLshort *addr); +GLAPI void APIENTRY glVariantivEXT (GLuint id, const GLint *addr); +GLAPI void APIENTRY glVariantfvEXT (GLuint id, const GLfloat *addr); +GLAPI void APIENTRY glVariantdvEXT (GLuint id, const GLdouble *addr); +GLAPI void APIENTRY glVariantubvEXT (GLuint id, const GLubyte *addr); +GLAPI void APIENTRY glVariantusvEXT (GLuint id, const GLushort *addr); +GLAPI void APIENTRY glVariantuivEXT (GLuint id, const GLuint *addr); +GLAPI void APIENTRY glVariantPointerEXT (GLuint id, GLenum type, GLuint stride, const void *addr); +GLAPI void APIENTRY glEnableVariantClientStateEXT (GLuint id); +GLAPI void APIENTRY glDisableVariantClientStateEXT (GLuint id); +GLAPI GLuint APIENTRY glBindLightParameterEXT (GLenum light, GLenum value); +GLAPI GLuint APIENTRY glBindMaterialParameterEXT (GLenum face, GLenum value); +GLAPI GLuint APIENTRY glBindTexGenParameterEXT (GLenum unit, GLenum coord, GLenum value); +GLAPI GLuint APIENTRY glBindTextureUnitParameterEXT (GLenum unit, GLenum value); +GLAPI GLuint APIENTRY glBindParameterEXT (GLenum value); +GLAPI GLboolean APIENTRY glIsVariantEnabledEXT (GLuint id, GLenum cap); +GLAPI void APIENTRY glGetVariantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); +GLAPI void APIENTRY glGetVariantIntegervEXT (GLuint id, GLenum value, GLint *data); +GLAPI void APIENTRY glGetVariantFloatvEXT (GLuint id, GLenum value, GLfloat *data); +GLAPI void APIENTRY glGetVariantPointervEXT (GLuint id, GLenum value, void **data); +GLAPI void APIENTRY glGetInvariantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); +GLAPI void APIENTRY glGetInvariantIntegervEXT (GLuint id, GLenum value, GLint *data); +GLAPI void APIENTRY glGetInvariantFloatvEXT (GLuint id, GLenum value, GLfloat *data); +GLAPI void APIENTRY glGetLocalConstantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); +GLAPI void APIENTRY glGetLocalConstantIntegervEXT (GLuint id, GLenum value, GLint *data); +GLAPI void APIENTRY glGetLocalConstantFloatvEXT (GLuint id, GLenum value, GLfloat *data); +#endif +#endif /* GL_EXT_vertex_shader */ + +#ifndef GL_EXT_vertex_weighting +#define GL_EXT_vertex_weighting 1 +#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 +#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 +#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 +#define GL_MODELVIEW1_MATRIX_EXT 0x8506 +#define GL_VERTEX_WEIGHTING_EXT 0x8509 +#define GL_MODELVIEW0_EXT 0x1700 +#define GL_MODELVIEW1_EXT 0x850A +#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B +#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C +#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D +#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E +#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F +#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 +typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC) (const GLfloat *weight); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexWeightfEXT (GLfloat weight); +GLAPI void APIENTRY glVertexWeightfvEXT (const GLfloat *weight); +GLAPI void APIENTRY glVertexWeightPointerEXT (GLint size, GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_vertex_weighting */ + +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 +typedef GLboolean (APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); +typedef GLboolean (APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glAcquireKeyedMutexWin32EXT (GLuint memory, GLuint64 key, GLuint timeout); +GLAPI GLboolean APIENTRY glReleaseKeyedMutexWin32EXT (GLuint memory, GLuint64 key); +#endif +#endif /* GL_EXT_win32_keyed_mutex */ + +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 +typedef void (APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint *box); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWindowRectanglesEXT (GLenum mode, GLsizei count, const GLint *box); +#endif +#endif /* GL_EXT_window_rectangles */ + +#ifndef GL_EXT_x11_sync_object +#define GL_EXT_x11_sync_object 1 +#define GL_SYNC_X11_FENCE_EXT 0x90E1 +typedef GLsync (APIENTRYP PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLsync APIENTRY glImportSyncEXT (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); +#endif +#endif /* GL_EXT_x11_sync_object */ + +#ifndef GL_GREMEDY_frame_terminator +#define GL_GREMEDY_frame_terminator 1 +typedef void (APIENTRYP PFNGLFRAMETERMINATORGREMEDYPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFrameTerminatorGREMEDY (void); +#endif +#endif /* GL_GREMEDY_frame_terminator */ + +#ifndef GL_GREMEDY_string_marker +#define GL_GREMEDY_string_marker 1 +typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStringMarkerGREMEDY (GLsizei len, const void *string); +#endif +#endif /* GL_GREMEDY_string_marker */ + +#ifndef GL_HP_convolution_border_modes +#define GL_HP_convolution_border_modes 1 +#define GL_IGNORE_BORDER_HP 0x8150 +#define GL_CONSTANT_BORDER_HP 0x8151 +#define GL_REPLICATE_BORDER_HP 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154 +#endif /* GL_HP_convolution_border_modes */ + +#ifndef GL_HP_image_transform +#define GL_HP_image_transform 1 +#define GL_IMAGE_SCALE_X_HP 0x8155 +#define GL_IMAGE_SCALE_Y_HP 0x8156 +#define GL_IMAGE_TRANSLATE_X_HP 0x8157 +#define GL_IMAGE_TRANSLATE_Y_HP 0x8158 +#define GL_IMAGE_ROTATE_ANGLE_HP 0x8159 +#define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A +#define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B +#define GL_IMAGE_MAG_FILTER_HP 0x815C +#define GL_IMAGE_MIN_FILTER_HP 0x815D +#define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E +#define GL_CUBIC_HP 0x815F +#define GL_AVERAGE_HP 0x8160 +#define GL_IMAGE_TRANSFORM_2D_HP 0x8161 +#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162 +#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163 +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImageTransformParameteriHP (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glImageTransformParameterfHP (GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glImageTransformParameterivHP (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glImageTransformParameterfvHP (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetImageTransformParameterivHP (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetImageTransformParameterfvHP (GLenum target, GLenum pname, GLfloat *params); +#endif +#endif /* GL_HP_image_transform */ + +#ifndef GL_HP_occlusion_test +#define GL_HP_occlusion_test 1 +#define GL_OCCLUSION_TEST_HP 0x8165 +#define GL_OCCLUSION_TEST_RESULT_HP 0x8166 +#endif /* GL_HP_occlusion_test */ + +#ifndef GL_HP_texture_lighting +#define GL_HP_texture_lighting 1 +#define GL_TEXTURE_LIGHTING_MODE_HP 0x8167 +#define GL_TEXTURE_POST_SPECULAR_HP 0x8168 +#define GL_TEXTURE_PRE_SPECULAR_HP 0x8169 +#endif /* GL_HP_texture_lighting */ + +#ifndef GL_IBM_cull_vertex +#define GL_IBM_cull_vertex 1 +#define GL_CULL_VERTEX_IBM 103050 +#endif /* GL_IBM_cull_vertex */ + +#ifndef GL_IBM_multimode_draw_arrays +#define GL_IBM_multimode_draw_arrays 1 +typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); +typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiModeDrawArraysIBM (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); +GLAPI void APIENTRY glMultiModeDrawElementsIBM (const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); +#endif +#endif /* GL_IBM_multimode_draw_arrays */ + +#ifndef GL_IBM_rasterpos_clip +#define GL_IBM_rasterpos_clip 1 +#define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262 +#endif /* GL_IBM_rasterpos_clip */ + +#ifndef GL_IBM_static_data +#define GL_IBM_static_data 1 +#define GL_ALL_STATIC_DATA_IBM 103060 +#define GL_STATIC_VERTEX_ARRAY_IBM 103061 +typedef void (APIENTRYP PFNGLFLUSHSTATICDATAIBMPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFlushStaticDataIBM (GLenum target); +#endif +#endif /* GL_IBM_static_data */ + +#ifndef GL_IBM_texture_mirrored_repeat +#define GL_IBM_texture_mirrored_repeat 1 +#define GL_MIRRORED_REPEAT_IBM 0x8370 +#endif /* GL_IBM_texture_mirrored_repeat */ + +#ifndef GL_IBM_vertex_array_lists +#define GL_IBM_vertex_array_lists 1 +#define GL_VERTEX_ARRAY_LIST_IBM 103070 +#define GL_NORMAL_ARRAY_LIST_IBM 103071 +#define GL_COLOR_ARRAY_LIST_IBM 103072 +#define GL_INDEX_ARRAY_LIST_IBM 103073 +#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 +#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 +#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 +#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 +#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 +#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 +#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 +#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 +#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 +#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 +#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 +#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 +typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glSecondaryColorPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glEdgeFlagPointerListIBM (GLint stride, const GLboolean **pointer, GLint ptrstride); +GLAPI void APIENTRY glFogCoordPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glIndexPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glNormalPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glTexCoordPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glVertexPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +#endif +#endif /* GL_IBM_vertex_array_lists */ + +#ifndef GL_INGR_blend_func_separate +#define GL_INGR_blend_func_separate 1 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparateINGR (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#endif +#endif /* GL_INGR_blend_func_separate */ + +#ifndef GL_INGR_color_clamp +#define GL_INGR_color_clamp 1 +#define GL_RED_MIN_CLAMP_INGR 0x8560 +#define GL_GREEN_MIN_CLAMP_INGR 0x8561 +#define GL_BLUE_MIN_CLAMP_INGR 0x8562 +#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 +#define GL_RED_MAX_CLAMP_INGR 0x8564 +#define GL_GREEN_MAX_CLAMP_INGR 0x8565 +#define GL_BLUE_MAX_CLAMP_INGR 0x8566 +#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 +#endif /* GL_INGR_color_clamp */ + +#ifndef GL_INGR_interlace_read +#define GL_INGR_interlace_read 1 +#define GL_INTERLACE_READ_INGR 0x8568 +#endif /* GL_INGR_interlace_read */ + +#ifndef GL_INTEL_blackhole_render +#define GL_INTEL_blackhole_render 1 +#define GL_BLACKHOLE_RENDER_INTEL 0x83FC +#endif /* GL_INTEL_blackhole_render */ + +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE +#endif /* GL_INTEL_conservative_rasterization */ + +#ifndef GL_INTEL_fragment_shader_ordering +#define GL_INTEL_fragment_shader_ordering 1 +#endif /* GL_INTEL_fragment_shader_ordering */ + +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 +typedef void (APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glApplyFramebufferAttachmentCMAAINTEL (void); +#endif +#endif /* GL_INTEL_framebuffer_CMAA */ + +#ifndef GL_INTEL_map_texture +#define GL_INTEL_map_texture 1 +#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF +#define GL_LAYOUT_DEFAULT_INTEL 0 +#define GL_LAYOUT_LINEAR_INTEL 1 +#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 +typedef void (APIENTRYP PFNGLSYNCTEXTUREINTELPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level); +typedef void *(APIENTRYP PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSyncTextureINTEL (GLuint texture); +GLAPI void APIENTRY glUnmapTexture2DINTEL (GLuint texture, GLint level); +GLAPI void *APIENTRY glMapTexture2DINTEL (GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); +#endif +#endif /* GL_INTEL_map_texture */ + +#ifndef GL_INTEL_parallel_arrays +#define GL_INTEL_parallel_arrays 1 +#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 +#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 +#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 +#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 +#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 +typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); +typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void **pointer); +typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexPointervINTEL (GLint size, GLenum type, const void **pointer); +GLAPI void APIENTRY glNormalPointervINTEL (GLenum type, const void **pointer); +GLAPI void APIENTRY glColorPointervINTEL (GLint size, GLenum type, const void **pointer); +GLAPI void APIENTRY glTexCoordPointervINTEL (GLint size, GLenum type, const void **pointer); +#endif +#endif /* GL_INTEL_parallel_arrays */ + +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 +typedef void (APIENTRYP PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (APIENTRYP PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint *queryHandle); +typedef void (APIENTRYP PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (APIENTRYP PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint *queryId); +typedef void (APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint *nextQueryId); +typedef void (APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +typedef void (APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +typedef void (APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar *queryName, GLuint *queryId); +typedef void (APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginPerfQueryINTEL (GLuint queryHandle); +GLAPI void APIENTRY glCreatePerfQueryINTEL (GLuint queryId, GLuint *queryHandle); +GLAPI void APIENTRY glDeletePerfQueryINTEL (GLuint queryHandle); +GLAPI void APIENTRY glEndPerfQueryINTEL (GLuint queryHandle); +GLAPI void APIENTRY glGetFirstPerfQueryIdINTEL (GLuint *queryId); +GLAPI void APIENTRY glGetNextPerfQueryIdINTEL (GLuint queryId, GLuint *nextQueryId); +GLAPI void APIENTRY glGetPerfCounterInfoINTEL (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +GLAPI void APIENTRY glGetPerfQueryDataINTEL (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +GLAPI void APIENTRY glGetPerfQueryIdByNameINTEL (GLchar *queryName, GLuint *queryId); +GLAPI void APIENTRY glGetPerfQueryInfoINTEL (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#endif +#endif /* GL_INTEL_performance_query */ + +#ifndef GL_MESAX_texture_stack +#define GL_MESAX_texture_stack 1 +#define GL_TEXTURE_1D_STACK_MESAX 0x8759 +#define GL_TEXTURE_2D_STACK_MESAX 0x875A +#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B +#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C +#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D +#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E +#endif /* GL_MESAX_texture_stack */ + +#ifndef GL_MESA_framebuffer_flip_x +#define GL_MESA_framebuffer_flip_x 1 +#define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC +#endif /* GL_MESA_framebuffer_flip_x */ + +#ifndef GL_MESA_framebuffer_flip_y +#define GL_MESA_framebuffer_flip_y 1 +#define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) (GLenum target, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferParameteriMESA (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glGetFramebufferParameterivMESA (GLenum target, GLenum pname, GLint *params); +#endif +#endif /* GL_MESA_framebuffer_flip_y */ + +#ifndef GL_MESA_framebuffer_swap_xy +#define GL_MESA_framebuffer_swap_xy 1 +#define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD +#endif /* GL_MESA_framebuffer_swap_xy */ + +#ifndef GL_MESA_pack_invert +#define GL_MESA_pack_invert 1 +#define GL_PACK_INVERT_MESA 0x8758 +#endif /* GL_MESA_pack_invert */ + +#ifndef GL_MESA_program_binary_formats +#define GL_MESA_program_binary_formats 1 +#define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F +#endif /* GL_MESA_program_binary_formats */ + +#ifndef GL_MESA_resize_buffers +#define GL_MESA_resize_buffers 1 +typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glResizeBuffersMESA (void); +#endif +#endif /* GL_MESA_resize_buffers */ + +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 +#endif /* GL_MESA_shader_integer_functions */ + +#ifndef GL_MESA_tile_raster_order +#define GL_MESA_tile_raster_order 1 +#define GL_TILE_RASTER_ORDER_FIXED_MESA 0x8BB8 +#define GL_TILE_RASTER_ORDER_INCREASING_X_MESA 0x8BB9 +#define GL_TILE_RASTER_ORDER_INCREASING_Y_MESA 0x8BBA +#endif /* GL_MESA_tile_raster_order */ + +#ifndef GL_MESA_window_pos +#define GL_MESA_window_pos 1 +typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); +typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC) (const GLshort *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWindowPos2dMESA (GLdouble x, GLdouble y); +GLAPI void APIENTRY glWindowPos2dvMESA (const GLdouble *v); +GLAPI void APIENTRY glWindowPos2fMESA (GLfloat x, GLfloat y); +GLAPI void APIENTRY glWindowPos2fvMESA (const GLfloat *v); +GLAPI void APIENTRY glWindowPos2iMESA (GLint x, GLint y); +GLAPI void APIENTRY glWindowPos2ivMESA (const GLint *v); +GLAPI void APIENTRY glWindowPos2sMESA (GLshort x, GLshort y); +GLAPI void APIENTRY glWindowPos2svMESA (const GLshort *v); +GLAPI void APIENTRY glWindowPos3dMESA (GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glWindowPos3dvMESA (const GLdouble *v); +GLAPI void APIENTRY glWindowPos3fMESA (GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glWindowPos3fvMESA (const GLfloat *v); +GLAPI void APIENTRY glWindowPos3iMESA (GLint x, GLint y, GLint z); +GLAPI void APIENTRY glWindowPos3ivMESA (const GLint *v); +GLAPI void APIENTRY glWindowPos3sMESA (GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glWindowPos3svMESA (const GLshort *v); +GLAPI void APIENTRY glWindowPos4dMESA (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glWindowPos4dvMESA (const GLdouble *v); +GLAPI void APIENTRY glWindowPos4fMESA (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glWindowPos4fvMESA (const GLfloat *v); +GLAPI void APIENTRY glWindowPos4iMESA (GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glWindowPos4ivMESA (const GLint *v); +GLAPI void APIENTRY glWindowPos4sMESA (GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glWindowPos4svMESA (const GLshort *v); +#endif +#endif /* GL_MESA_window_pos */ + +#ifndef GL_MESA_ycbcr_texture +#define GL_MESA_ycbcr_texture 1 +#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB +#define GL_YCBCR_MESA 0x8757 +#endif /* GL_MESA_ycbcr_texture */ + +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ + +#ifndef GL_NVX_conditional_render +#define GL_NVX_conditional_render 1 +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginConditionalRenderNVX (GLuint id); +GLAPI void APIENTRY glEndConditionalRenderNVX (void); +#endif +#endif /* GL_NVX_conditional_render */ + +#ifndef GL_NVX_gpu_memory_info +#define GL_NVX_gpu_memory_info 1 +#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 +#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 +#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 +#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A +#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B +#endif /* GL_NVX_gpu_memory_info */ + +#ifndef GL_NVX_gpu_multicast2 +#define GL_NVX_gpu_multicast2 1 +#define GL_UPLOAD_GPU_MASK_NVX 0x954A +typedef void (APIENTRYP PFNGLUPLOADGPUMASKNVXPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC) (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); +typedef void (APIENTRYP PFNGLMULTICASTSCISSORARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLint *v); +typedef GLuint (APIENTRYP PFNGLASYNCCOPYBUFFERSUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +typedef GLuint (APIENTRYP PFNGLASYNCCOPYIMAGESUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUploadGPUMaskNVX (GLbitfield mask); +GLAPI void APIENTRY glMulticastViewportArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glMulticastViewportPositionWScaleNVX (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); +GLAPI void APIENTRY glMulticastScissorArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLint *v); +GLAPI GLuint APIENTRY glAsyncCopyBufferSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +GLAPI GLuint APIENTRY glAsyncCopyImageSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +#endif +#endif /* GL_NVX_gpu_multicast2 */ + +#ifndef GL_NVX_linked_gpu_multicast +#define GL_NVX_linked_gpu_multicast 1 +#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 +#define GL_MAX_LGPU_GPUS_NVX 0x92BA +typedef void (APIENTRYP PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGPU, GLbitfield destinationGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLLGPUINTERLOCKNVXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLGPUNamedBufferSubDataNVX (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glLGPUCopyImageSubDataNVX (GLuint sourceGPU, GLbitfield destinationGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glLGPUInterlockNVX (void); +#endif +#endif /* GL_NVX_linked_gpu_multicast */ + +#ifndef GL_NVX_progress_fence +#define GL_NVX_progress_fence 1 +typedef GLuint (APIENTRYP PFNGLCREATEPROGRESSFENCENVXPROC) (void); +typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREUI64NVXPROC) (GLuint signalGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +typedef void (APIENTRYP PFNGLWAITSEMAPHOREUI64NVXPROC) (GLuint waitGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +typedef void (APIENTRYP PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC) (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glCreateProgressFenceNVX (void); +GLAPI void APIENTRY glSignalSemaphoreui64NVX (GLuint signalGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI void APIENTRY glWaitSemaphoreui64NVX (GLuint waitGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI void APIENTRY glClientWaitSemaphoreui64NVX (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +#endif +#endif /* GL_NVX_progress_fence */ + +#ifndef GL_NV_alpha_to_coverage_dither_control +#define GL_NV_alpha_to_coverage_dither_control 1 +#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D +#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E +#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F +#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF +typedef void (APIENTRYP PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glAlphaToCoverageDitherControlNV (GLenum mode); +#endif +#endif /* GL_NV_alpha_to_coverage_dither_control */ + +#ifndef GL_NV_bindless_multi_draw_indirect +#define GL_NV_bindless_multi_draw_indirect 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectBindlessNV (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI void APIENTRY glMultiDrawElementsIndirectBindlessNV (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +#endif +#endif /* GL_NV_bindless_multi_draw_indirect */ + +#ifndef GL_NV_bindless_multi_draw_indirect_count +#define GL_NV_bindless_multi_draw_indirect_count 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectBindlessCountNV (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI void APIENTRY glMultiDrawElementsIndirectBindlessCountNV (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +#endif +#endif /* GL_NV_bindless_multi_draw_indirect_count */ + +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint64 APIENTRY glGetTextureHandleNV (GLuint texture); +GLAPI GLuint64 APIENTRY glGetTextureSamplerHandleNV (GLuint texture, GLuint sampler); +GLAPI void APIENTRY glMakeTextureHandleResidentNV (GLuint64 handle); +GLAPI void APIENTRY glMakeTextureHandleNonResidentNV (GLuint64 handle); +GLAPI GLuint64 APIENTRY glGetImageHandleNV (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GLAPI void APIENTRY glMakeImageHandleResidentNV (GLuint64 handle, GLenum access); +GLAPI void APIENTRY glMakeImageHandleNonResidentNV (GLuint64 handle); +GLAPI void APIENTRY glUniformHandleui64NV (GLint location, GLuint64 value); +GLAPI void APIENTRY glUniformHandleui64vNV (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniformHandleui64NV (GLuint program, GLint location, GLuint64 value); +GLAPI void APIENTRY glProgramUniformHandleui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI GLboolean APIENTRY glIsTextureHandleResidentNV (GLuint64 handle); +GLAPI GLboolean APIENTRY glIsImageHandleResidentNV (GLuint64 handle); +#endif +#endif /* GL_NV_bindless_texture */ + +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLUE_NV 0x1905 +#define GL_COLORBURN_NV 0x929A +#define GL_COLORDODGE_NV 0x9299 +#define GL_CONJOINT_NV 0x9284 +#define GL_CONTRAST_NV 0x92A1 +#define GL_DARKEN_NV 0x9297 +#define GL_DIFFERENCE_NV 0x929E +#define GL_DISJOINT_NV 0x9283 +#define GL_DST_ATOP_NV 0x928F +#define GL_DST_IN_NV 0x928B +#define GL_DST_NV 0x9287 +#define GL_DST_OUT_NV 0x928D +#define GL_DST_OVER_NV 0x9289 +#define GL_EXCLUSION_NV 0x92A0 +#define GL_GREEN_NV 0x1904 +#define GL_HARDLIGHT_NV 0x929B +#define GL_HARDMIX_NV 0x92A9 +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_INVERT_OVG_NV 0x92B4 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_LIGHTEN_NV 0x9298 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_MINUS_NV 0x929F +#define GL_MULTIPLY_NV 0x9294 +#define GL_OVERLAY_NV 0x9296 +#define GL_PINLIGHT_NV 0x92A8 +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_PLUS_NV 0x9291 +#define GL_RED_NV 0x1903 +#define GL_SCREEN_NV 0x9295 +#define GL_SOFTLIGHT_NV 0x929C +#define GL_SRC_ATOP_NV 0x928E +#define GL_SRC_IN_NV 0x928A +#define GL_SRC_NV 0x9286 +#define GL_SRC_OUT_NV 0x928C +#define GL_SRC_OVER_NV 0x9288 +#define GL_UNCORRELATED_NV 0x9282 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_XOR_NV 0x1506 +typedef void (APIENTRYP PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLBLENDBARRIERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendParameteriNV (GLenum pname, GLint value); +GLAPI void APIENTRY glBlendBarrierNV (void); +#endif +#endif /* GL_NV_blend_equation_advanced */ + +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#endif /* GL_NV_blend_equation_advanced_coherent */ + +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 +#endif /* GL_NV_blend_minmax_factor */ + +#ifndef GL_NV_blend_square +#define GL_NV_blend_square 1 +#endif /* GL_NV_blend_square */ + +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E +typedef void (APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#endif +#endif /* GL_NV_clip_space_w_scaling */ + +#ifndef GL_NV_command_list +#define GL_NV_command_list 1 +#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 +#define GL_NOP_COMMAND_NV 0x0001 +#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 +#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 +#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 +#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 +#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 +#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 +#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 +#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 +#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000A +#define GL_BLEND_COLOR_COMMAND_NV 0x000B +#define GL_STENCIL_REF_COMMAND_NV 0x000C +#define GL_LINE_WIDTH_COMMAND_NV 0x000D +#define GL_POLYGON_OFFSET_COMMAND_NV 0x000E +#define GL_ALPHA_REF_COMMAND_NV 0x000F +#define GL_VIEWPORT_COMMAND_NV 0x0010 +#define GL_SCISSOR_COMMAND_NV 0x0011 +#define GL_FRONT_FACE_COMMAND_NV 0x0012 +typedef void (APIENTRYP PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint *states); +typedef void (APIENTRYP PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint *states); +typedef GLboolean (APIENTRYP PFNGLISSTATENVPROC) (GLuint state); +typedef void (APIENTRYP PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode); +typedef GLuint (APIENTRYP PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size); +typedef GLushort (APIENTRYP PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +typedef void (APIENTRYP PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint *lists); +typedef void (APIENTRYP PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint *lists); +typedef GLboolean (APIENTRYP PFNGLISCOMMANDLISTNVPROC) (GLuint list); +typedef void (APIENTRYP PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +typedef void (APIENTRYP PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments); +typedef void (APIENTRYP PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list); +typedef void (APIENTRYP PFNGLCALLCOMMANDLISTNVPROC) (GLuint list); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCreateStatesNV (GLsizei n, GLuint *states); +GLAPI void APIENTRY glDeleteStatesNV (GLsizei n, const GLuint *states); +GLAPI GLboolean APIENTRY glIsStateNV (GLuint state); +GLAPI void APIENTRY glStateCaptureNV (GLuint state, GLenum mode); +GLAPI GLuint APIENTRY glGetCommandHeaderNV (GLenum tokenID, GLuint size); +GLAPI GLushort APIENTRY glGetStageIndexNV (GLenum shadertype); +GLAPI void APIENTRY glDrawCommandsNV (GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); +GLAPI void APIENTRY glDrawCommandsAddressNV (GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); +GLAPI void APIENTRY glDrawCommandsStatesNV (GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI void APIENTRY glDrawCommandsStatesAddressNV (const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI void APIENTRY glCreateCommandListsNV (GLsizei n, GLuint *lists); +GLAPI void APIENTRY glDeleteCommandListsNV (GLsizei n, const GLuint *lists); +GLAPI GLboolean APIENTRY glIsCommandListNV (GLuint list); +GLAPI void APIENTRY glListDrawCommandsStatesClientNV (GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI void APIENTRY glCommandListSegmentsNV (GLuint list, GLuint segments); +GLAPI void APIENTRY glCompileCommandListNV (GLuint list); +GLAPI void APIENTRY glCallCommandListNV (GLuint list); +#endif +#endif /* GL_NV_command_list */ + +#ifndef GL_NV_compute_program5 +#define GL_NV_compute_program5 1 +#define GL_COMPUTE_PROGRAM_NV 0x90FB +#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC +#endif /* GL_NV_compute_program5 */ + +#ifndef GL_NV_compute_shader_derivatives +#define GL_NV_compute_shader_derivatives 1 +#endif /* GL_NV_compute_shader_derivatives */ + +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginConditionalRenderNV (GLuint id, GLenum mode); +GLAPI void APIENTRY glEndConditionalRenderNV (void); +#endif +#endif /* GL_NV_conditional_render */ + +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 +typedef void (APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSubpixelPrecisionBiasNV (GLuint xbits, GLuint ybits); +#endif +#endif /* GL_NV_conservative_raster */ + +#ifndef GL_NV_conservative_raster_dilate +#define GL_NV_conservative_raster_dilate 1 +#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 +#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A +#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B +typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glConservativeRasterParameterfNV (GLenum pname, GLfloat value); +#endif +#endif /* GL_NV_conservative_raster_dilate */ + +#ifndef GL_NV_conservative_raster_pre_snap +#define GL_NV_conservative_raster_pre_snap 1 +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 +#endif /* GL_NV_conservative_raster_pre_snap */ + +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F +typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glConservativeRasterParameteriNV (GLenum pname, GLint param); +#endif +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ + +#ifndef GL_NV_conservative_raster_underestimation +#define GL_NV_conservative_raster_underestimation 1 +#endif /* GL_NV_conservative_raster_underestimation */ + +#ifndef GL_NV_copy_depth_to_color +#define GL_NV_copy_depth_to_color 1 +#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E +#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F +#endif /* GL_NV_copy_depth_to_color */ + +#ifndef GL_NV_copy_image +#define GL_NV_copy_image 1 +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCopyImageSubDataNV (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +#endif +#endif /* GL_NV_copy_image */ + +#ifndef GL_NV_deep_texture3D +#define GL_NV_deep_texture3D 1 +#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 +#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 +#endif /* GL_NV_deep_texture3D */ + +#ifndef GL_NV_depth_buffer_float +#define GL_NV_depth_buffer_float 1 +#define GL_DEPTH_COMPONENT32F_NV 0x8DAB +#define GL_DEPTH32F_STENCIL8_NV 0x8DAC +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD +#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF +typedef void (APIENTRYP PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); +typedef void (APIENTRYP PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); +typedef void (APIENTRYP PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDepthRangedNV (GLdouble zNear, GLdouble zFar); +GLAPI void APIENTRY glClearDepthdNV (GLdouble depth); +GLAPI void APIENTRY glDepthBoundsdNV (GLdouble zmin, GLdouble zmax); +#endif +#endif /* GL_NV_depth_buffer_float */ + +#ifndef GL_NV_depth_clamp +#define GL_NV_depth_clamp 1 +#define GL_DEPTH_CLAMP_NV 0x864F +#endif /* GL_NV_depth_clamp */ + +#ifndef GL_NV_draw_texture +#define GL_NV_draw_texture 1 +typedef void (APIENTRYP PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawTextureNV (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +#endif +#endif /* GL_NV_draw_texture */ + +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 +typedef void (APIENTRY *GLVULKANPROCNV)(void); +typedef void (APIENTRYP PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef GLVULKANPROCNV (APIENTRYP PFNGLGETVKPROCADDRNVPROC) (const GLchar *name); +typedef void (APIENTRYP PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (APIENTRYP PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawVkImageNV (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +GLAPI GLVULKANPROCNV APIENTRY glGetVkProcAddrNV (const GLchar *name); +GLAPI void APIENTRY glWaitVkSemaphoreNV (GLuint64 vkSemaphore); +GLAPI void APIENTRY glSignalVkSemaphoreNV (GLuint64 vkSemaphore); +GLAPI void APIENTRY glSignalVkFenceNV (GLuint64 vkFence); +#endif +#endif /* GL_NV_draw_vulkan_image */ + +#ifndef GL_NV_evaluators +#define GL_NV_evaluators 1 +#define GL_EVAL_2D_NV 0x86C0 +#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 +#define GL_MAP_TESSELLATION_NV 0x86C2 +#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 +#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 +#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 +#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 +#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 +#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 +#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 +#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA +#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB +#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC +#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD +#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE +#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF +#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 +#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 +#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 +#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 +#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 +#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 +#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 +#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 +typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); +typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); +typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMapControlPointsNV (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); +GLAPI void APIENTRY glMapParameterivNV (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMapParameterfvNV (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetMapControlPointsNV (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); +GLAPI void APIENTRY glGetMapParameterivNV (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMapParameterfvNV (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMapAttribParameterivNV (GLenum target, GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMapAttribParameterfvNV (GLenum target, GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glEvalMapsNV (GLenum target, GLenum mode); +#endif +#endif /* GL_NV_evaluators */ + +#ifndef GL_NV_explicit_multisample +#define GL_NV_explicit_multisample 1 +#define GL_SAMPLE_POSITION_NV 0x8E50 +#define GL_SAMPLE_MASK_NV 0x8E51 +#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 +#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 +#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 +#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 +#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 +#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 +#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 +#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat *val); +typedef void (APIENTRYP PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask); +typedef void (APIENTRYP PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetMultisamplefvNV (GLenum pname, GLuint index, GLfloat *val); +GLAPI void APIENTRY glSampleMaskIndexedNV (GLuint index, GLbitfield mask); +GLAPI void APIENTRY glTexRenderbufferNV (GLenum target, GLuint renderbuffer); +#endif +#endif /* GL_NV_explicit_multisample */ + +#ifndef GL_NV_fence +#define GL_NV_fence 1 +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 +typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); +typedef void (APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); +typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); +typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); +typedef void (APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDeleteFencesNV (GLsizei n, const GLuint *fences); +GLAPI void APIENTRY glGenFencesNV (GLsizei n, GLuint *fences); +GLAPI GLboolean APIENTRY glIsFenceNV (GLuint fence); +GLAPI GLboolean APIENTRY glTestFenceNV (GLuint fence); +GLAPI void APIENTRY glGetFenceivNV (GLuint fence, GLenum pname, GLint *params); +GLAPI void APIENTRY glFinishFenceNV (GLuint fence); +GLAPI void APIENTRY glSetFenceNV (GLuint fence, GLenum condition); +#endif +#endif /* GL_NV_fence */ + +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 +#define GL_FILL_RECTANGLE_NV 0x933C +#endif /* GL_NV_fill_rectangle */ + +#ifndef GL_NV_float_buffer +#define GL_NV_float_buffer 1 +#define GL_FLOAT_R_NV 0x8880 +#define GL_FLOAT_RG_NV 0x8881 +#define GL_FLOAT_RGB_NV 0x8882 +#define GL_FLOAT_RGBA_NV 0x8883 +#define GL_FLOAT_R16_NV 0x8884 +#define GL_FLOAT_R32_NV 0x8885 +#define GL_FLOAT_RG16_NV 0x8886 +#define GL_FLOAT_RG32_NV 0x8887 +#define GL_FLOAT_RGB16_NV 0x8888 +#define GL_FLOAT_RGB32_NV 0x8889 +#define GL_FLOAT_RGBA16_NV 0x888A +#define GL_FLOAT_RGBA32_NV 0x888B +#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C +#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D +#define GL_FLOAT_RGBA_MODE_NV 0x888E +#endif /* GL_NV_float_buffer */ + +#ifndef GL_NV_fog_distance +#define GL_NV_fog_distance 1 +#define GL_FOG_DISTANCE_MODE_NV 0x855A +#define GL_EYE_RADIAL_NV 0x855B +#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C +#endif /* GL_NV_fog_distance */ + +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE +typedef void (APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFragmentCoverageColorNV (GLuint color); +#endif +#endif /* GL_NV_fragment_coverage_to_color */ + +#ifndef GL_NV_fragment_program +#define GL_NV_fragment_program 1 +#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 +#define GL_FRAGMENT_PROGRAM_NV 0x8870 +#define GL_MAX_TEXTURE_COORDS_NV 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 +#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 +#define GL_PROGRAM_ERROR_STRING_NV 0x8874 +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); +typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramNamedParameter4fNV (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramNamedParameter4fvNV (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); +GLAPI void APIENTRY glProgramNamedParameter4dNV (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramNamedParameter4dvNV (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); +GLAPI void APIENTRY glGetProgramNamedParameterfvNV (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); +GLAPI void APIENTRY glGetProgramNamedParameterdvNV (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); +#endif +#endif /* GL_NV_fragment_program */ + +#ifndef GL_NV_fragment_program2 +#define GL_NV_fragment_program2 1 +#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 +#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 +#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 +#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 +#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 +#endif /* GL_NV_fragment_program2 */ + +#ifndef GL_NV_fragment_program4 +#define GL_NV_fragment_program4 1 +#endif /* GL_NV_fragment_program4 */ + +#ifndef GL_NV_fragment_program_option +#define GL_NV_fragment_program_option 1 +#endif /* GL_NV_fragment_program_option */ + +#ifndef GL_NV_fragment_shader_barycentric +#define GL_NV_fragment_shader_barycentric 1 +#endif /* GL_NV_fragment_shader_barycentric */ + +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 +#endif /* GL_NV_fragment_shader_interlock */ + +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 +typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat *v); +typedef void (APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufSize, GLfloat *v); +typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCoverageModulationTableNV (GLsizei n, const GLfloat *v); +GLAPI void APIENTRY glGetCoverageModulationTableNV (GLsizei bufSize, GLfloat *v); +GLAPI void APIENTRY glCoverageModulationNV (GLenum components); +#endif +#endif /* GL_NV_framebuffer_mixed_samples */ + +#ifndef GL_NV_framebuffer_multisample_coverage +#define GL_NV_framebuffer_multisample_coverage 1 +#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB +#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 +#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 +#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderbufferStorageMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_NV_framebuffer_multisample_coverage */ + +#ifndef GL_NV_geometry_program4 +#define GL_NV_geometry_program4 1 +#define GL_GEOMETRY_PROGRAM_NV 0x8C26 +#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 +#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 +typedef void (APIENTRYP PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramVertexLimitNV (GLenum target, GLint limit); +GLAPI void APIENTRY glFramebufferTextureEXT (GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTextureFaceEXT (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#endif +#endif /* GL_NV_geometry_program4 */ + +#ifndef GL_NV_geometry_shader4 +#define GL_NV_geometry_shader4 1 +#endif /* GL_NV_geometry_shader4 */ + +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 +#endif /* GL_NV_geometry_shader_passthrough */ + +#ifndef GL_NV_gpu_multicast +#define GL_NV_gpu_multicast 1 +#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 +#define GL_MULTICAST_GPUS_NV 0x92BA +#define GL_RENDER_GPU_MASK_NV 0x9558 +#define GL_PER_GPU_STORAGE_NV 0x9548 +#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 +typedef void (APIENTRYP PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (APIENTRYP PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGPU, GLuint dstGPU, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (APIENTRYP PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTICASTBARRIERNVPROC) (void); +typedef void (APIENTRYP PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGPU, GLbitfield waitGPUMask); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderGPUMaskNV (GLbitfield mask); +GLAPI void APIENTRY glMulticastBufferSubDataNV (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glMulticastCopyBufferSubDataNV (GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glMulticastCopyImageSubDataNV (GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI void APIENTRY glMulticastBlitFramebufferNV (GLuint srcGPU, GLuint dstGPU, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI void APIENTRY glMulticastFramebufferSampleLocationsfvNV (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glMulticastBarrierNV (void); +GLAPI void APIENTRY glMulticastWaitSyncNV (GLuint signalGPU, GLbitfield waitGPUMask); +GLAPI void APIENTRY glMulticastGetQueryObjectivNV (GLuint gpu, GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glMulticastGetQueryObjectuivNV (GLuint gpu, GLuint id, GLenum pname, GLuint *params); +GLAPI void APIENTRY glMulticastGetQueryObjecti64vNV (GLuint gpu, GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glMulticastGetQueryObjectui64vNV (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); +#endif +#endif /* GL_NV_gpu_multicast */ + +#ifndef GL_NV_gpu_program4 +#define GL_NV_gpu_program4 1 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 +#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 +#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 +#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 +#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 +#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 +#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramLocalParameterI4iNV (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glProgramLocalParameterI4ivNV (GLenum target, GLuint index, const GLint *params); +GLAPI void APIENTRY glProgramLocalParametersI4ivNV (GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI void APIENTRY glProgramLocalParameterI4uiNV (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glProgramLocalParameterI4uivNV (GLenum target, GLuint index, const GLuint *params); +GLAPI void APIENTRY glProgramLocalParametersI4uivNV (GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glProgramEnvParameterI4iNV (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glProgramEnvParameterI4ivNV (GLenum target, GLuint index, const GLint *params); +GLAPI void APIENTRY glProgramEnvParametersI4ivNV (GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI void APIENTRY glProgramEnvParameterI4uiNV (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glProgramEnvParameterI4uivNV (GLenum target, GLuint index, const GLuint *params); +GLAPI void APIENTRY glProgramEnvParametersI4uivNV (GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glGetProgramLocalParameterIivNV (GLenum target, GLuint index, GLint *params); +GLAPI void APIENTRY glGetProgramLocalParameterIuivNV (GLenum target, GLuint index, GLuint *params); +GLAPI void APIENTRY glGetProgramEnvParameterIivNV (GLenum target, GLuint index, GLint *params); +GLAPI void APIENTRY glGetProgramEnvParameterIuivNV (GLenum target, GLuint index, GLuint *params); +#endif +#endif /* GL_NV_gpu_program4 */ + +#ifndef GL_NV_gpu_program5 +#define GL_NV_gpu_program5 1 +#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C +#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F +#define GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV 0x8F44 +#define GL_MAX_PROGRAM_SUBROUTINE_NUM_NV 0x8F45 +typedef void (APIENTRYP PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC) (GLenum target, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC) (GLenum target, GLuint index, GLuint *param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramSubroutineParametersuivNV (GLenum target, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glGetProgramSubroutineParameteruivNV (GLenum target, GLuint index, GLuint *param); +#endif +#endif /* GL_NV_gpu_program5 */ + +#ifndef GL_NV_gpu_program5_mem_extended +#define GL_NV_gpu_program5_mem_extended 1 +#endif /* GL_NV_gpu_program5_mem_extended */ + +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 +#endif /* GL_NV_gpu_shader5 */ + +#ifndef GL_NV_half_float +#define GL_NV_half_float 1 +typedef unsigned short GLhalfNV; +#define GL_HALF_FLOAT_NV 0x140B +typedef void (APIENTRYP PFNGLVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y); +typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC) (GLhalfNV s); +typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t); +typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC) (GLhalfNV fog); +typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC) (const GLhalfNV *fog); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC) (GLhalfNV weight); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertex2hNV (GLhalfNV x, GLhalfNV y); +GLAPI void APIENTRY glVertex2hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glVertex3hNV (GLhalfNV x, GLhalfNV y, GLhalfNV z); +GLAPI void APIENTRY glVertex3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glVertex4hNV (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +GLAPI void APIENTRY glVertex4hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glNormal3hNV (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +GLAPI void APIENTRY glNormal3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glColor3hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +GLAPI void APIENTRY glColor3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glColor4hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +GLAPI void APIENTRY glColor4hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord1hNV (GLhalfNV s); +GLAPI void APIENTRY glTexCoord1hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord2hNV (GLhalfNV s, GLhalfNV t); +GLAPI void APIENTRY glTexCoord2hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord3hNV (GLhalfNV s, GLhalfNV t, GLhalfNV r); +GLAPI void APIENTRY glTexCoord3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord4hNV (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +GLAPI void APIENTRY glTexCoord4hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord1hNV (GLenum target, GLhalfNV s); +GLAPI void APIENTRY glMultiTexCoord1hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord2hNV (GLenum target, GLhalfNV s, GLhalfNV t); +GLAPI void APIENTRY glMultiTexCoord2hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord3hNV (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +GLAPI void APIENTRY glMultiTexCoord3hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord4hNV (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +GLAPI void APIENTRY glMultiTexCoord4hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glFogCoordhNV (GLhalfNV fog); +GLAPI void APIENTRY glFogCoordhvNV (const GLhalfNV *fog); +GLAPI void APIENTRY glSecondaryColor3hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +GLAPI void APIENTRY glSecondaryColor3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glVertexWeighthNV (GLhalfNV weight); +GLAPI void APIENTRY glVertexWeighthvNV (const GLhalfNV *weight); +GLAPI void APIENTRY glVertexAttrib1hNV (GLuint index, GLhalfNV x); +GLAPI void APIENTRY glVertexAttrib1hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttrib2hNV (GLuint index, GLhalfNV x, GLhalfNV y); +GLAPI void APIENTRY glVertexAttrib2hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttrib3hNV (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +GLAPI void APIENTRY glVertexAttrib3hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttrib4hNV (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +GLAPI void APIENTRY glVertexAttrib4hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs1hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs2hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs3hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs4hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +#endif +#endif /* GL_NV_half_float */ + +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_CONFORMANT_NV 0x9374 +typedef void (APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#endif +#endif /* GL_NV_internalformat_sample_query */ + +#ifndef GL_NV_light_max_exponent +#define GL_NV_light_max_exponent 1 +#define GL_MAX_SHININESS_NV 0x8504 +#define GL_MAX_SPOT_EXPONENT_NV 0x8505 +#endif /* GL_NV_light_max_exponent */ + +#ifndef GL_NV_memory_attachment +#define GL_NV_memory_attachment 1 +#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 +#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 +#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 +#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 +#define GL_MEMORY_ATTACHABLE_NV 0x95A8 +#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 +#define GL_DETACHED_TEXTURES_NV 0x95AA +#define GL_DETACHED_BUFFERS_NV 0x95AB +#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC +#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD +typedef void (APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +typedef void (APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname); +typedef void (APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +GLAPI void APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname); +GLAPI void APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_NV_memory_attachment */ + +#ifndef GL_NV_memory_object_sparse +#define GL_NV_memory_object_sparse 1 +typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTMEMNVPROC) (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferPageCommitmentMemNV (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GLAPI void APIENTRY glTexPageCommitmentMemNV (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +GLAPI void APIENTRY glNamedBufferPageCommitmentMemNV (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GLAPI void APIENTRY glTexturePageCommitmentMemNV (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#endif +#endif /* GL_NV_memory_object_sparse */ + +#ifndef GL_NV_mesh_shader +#define GL_NV_mesh_shader 1 +#define GL_MESH_SHADER_NV 0x9559 +#define GL_TASK_SHADER_NV 0x955A +#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 +#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 +#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 +#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 +#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 +#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 +#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 +#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 +#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 +#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 +#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A +#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B +#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C +#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D +#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E +#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F +#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 +#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 +#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 +#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 +#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 +#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 +#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A +#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D +#define GL_MAX_MESH_VIEWS_NV 0x9557 +#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF +#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 +#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B +#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C +#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E +#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F +#define GL_MESH_VERTICES_OUT_NV 0x9579 +#define GL_MESH_PRIMITIVES_OUT_NV 0x957A +#define GL_MESH_OUTPUT_TYPE_NV 0x957B +#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D +#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 +#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 +#define GL_MESH_SHADER_BIT_NV 0x00000040 +#define GL_TASK_SHADER_BIT_NV 0x00000080 +#define GL_MESH_SUBROUTINE_NV 0x957C +#define GL_TASK_SUBROUTINE_NV 0x957D +#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E +#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F +typedef void (APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count); +typedef void (APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect); +typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count); +GLAPI void APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect); +GLAPI void APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#endif +#endif /* GL_NV_mesh_shader */ + +#ifndef GL_NV_multisample_coverage +#define GL_NV_multisample_coverage 1 +#endif /* GL_NV_multisample_coverage */ + +#ifndef GL_NV_multisample_filter_hint +#define GL_NV_multisample_filter_hint 1 +#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 +#endif /* GL_NV_multisample_filter_hint */ + +#ifndef GL_NV_occlusion_query +#define GL_NV_occlusion_query 1 +#define GL_PIXEL_COUNTER_BITS_NV 0x8864 +#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 +#define GL_PIXEL_COUNT_NV 0x8866 +#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 +typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC) (void); +typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenOcclusionQueriesNV (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteOcclusionQueriesNV (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsOcclusionQueryNV (GLuint id); +GLAPI void APIENTRY glBeginOcclusionQueryNV (GLuint id); +GLAPI void APIENTRY glEndOcclusionQueryNV (void); +GLAPI void APIENTRY glGetOcclusionQueryivNV (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetOcclusionQueryuivNV (GLuint id, GLenum pname, GLuint *params); +#endif +#endif /* GL_NV_occlusion_query */ + +#ifndef GL_NV_packed_depth_stencil +#define GL_NV_packed_depth_stencil 1 +#define GL_DEPTH_STENCIL_NV 0x84F9 +#define GL_UNSIGNED_INT_24_8_NV 0x84FA +#endif /* GL_NV_packed_depth_stencil */ + +#ifndef GL_NV_parameter_buffer_object +#define GL_NV_parameter_buffer_object 1 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 +#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 +#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 +#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramBufferParametersfvNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); +GLAPI void APIENTRY glProgramBufferParametersIivNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); +GLAPI void APIENTRY glProgramBufferParametersIuivNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); +#endif +#endif /* GL_NV_parameter_buffer_object */ + +#ifndef GL_NV_parameter_buffer_object2 +#define GL_NV_parameter_buffer_object2 1 +#endif /* GL_NV_parameter_buffer_object2 */ + +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_FILE_NAME_NV 0x9074 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_CONVEX_HULL_NV 0x908B +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_UTF8_NV 0x909A +#define GL_UTF16_NV 0x909B +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_SQUARE_NV 0x90A3 +#define GL_ROUND_NV 0x90A4 +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_BEVEL_NV 0x90A6 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_CLOSE_PATH_NV 0x00 +#define GL_MOVE_TO_NV 0x02 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_LINE_TO_NV 0x04 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_RESTART_PATH_NV 0xF0 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_RECT_NV 0xF6 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_ARC_TO_NV 0xFE +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_BOLD_BIT_NV 0x01 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_2_BYTES_NV 0x1407 +#define GL_3_BYTES_NV 0x1408 +#define GL_4_BYTES_NV 0x1409 +#define GL_EYE_LINEAR_NV 0x2400 +#define GL_OBJECT_LINEAR_NV 0x2401 +#define GL_CONSTANT_NV 0x8576 +#define GL_PATH_FOG_GEN_MODE_NV 0x90AC +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 +#define GL_PATH_PROJECTION_NV 0x1701 +#define GL_PATH_MODELVIEW_NV 0x1700 +#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 +#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 +#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 +#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 +#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 +#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 +#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 +#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 +#define GL_FRAGMENT_INPUT_NV 0x936D +typedef GLuint (APIENTRYP PFNGLGENPATHSNVPROC) (GLsizei range); +typedef void (APIENTRYP PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); +typedef GLboolean (APIENTRYP PFNGLISPATHNVPROC) (GLuint path); +typedef void (APIENTRYP PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); +typedef void (APIENTRYP PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (APIENTRYP PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (APIENTRYP PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +typedef void (APIENTRYP PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); +typedef void (APIENTRYP PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +typedef void (APIENTRYP PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint *value); +typedef void (APIENTRYP PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat *value); +typedef void (APIENTRYP PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); +typedef void (APIENTRYP PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +typedef void (APIENTRYP PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); +typedef void (APIENTRYP PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum func); +typedef void (APIENTRYP PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (APIENTRYP PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint *value); +typedef void (APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat *value); +typedef void (APIENTRYP PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte *commands); +typedef void (APIENTRYP PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat *coords); +typedef void (APIENTRYP PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat *dashArray); +typedef void (APIENTRYP PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +typedef void (APIENTRYP PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +typedef void (APIENTRYP PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +typedef GLboolean (APIENTRYP PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); +typedef GLboolean (APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); +typedef GLfloat (APIENTRYP PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); +typedef GLboolean (APIENTRYP PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +typedef void (APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +typedef void (APIENTRYP PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); +typedef void (APIENTRYP PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); +typedef void (APIENTRYP PFNGLPATHFOGGENNVPROC) (GLenum genMode); +typedef void (APIENTRYP PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint *value); +typedef void (APIENTRYP PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat *value); +typedef void (APIENTRYP PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint *value); +typedef void (APIENTRYP PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glGenPathsNV (GLsizei range); +GLAPI void APIENTRY glDeletePathsNV (GLuint path, GLsizei range); +GLAPI GLboolean APIENTRY glIsPathNV (GLuint path); +GLAPI void APIENTRY glPathCommandsNV (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathCoordsNV (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathSubCommandsNV (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathSubCoordsNV (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathStringNV (GLuint path, GLenum format, GLsizei length, const void *pathString); +GLAPI void APIENTRY glPathGlyphsNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI void APIENTRY glPathGlyphRangeNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI void APIENTRY glWeightPathsNV (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +GLAPI void APIENTRY glCopyPathNV (GLuint resultPath, GLuint srcPath); +GLAPI void APIENTRY glInterpolatePathsNV (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +GLAPI void APIENTRY glTransformPathNV (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glPathParameterivNV (GLuint path, GLenum pname, const GLint *value); +GLAPI void APIENTRY glPathParameteriNV (GLuint path, GLenum pname, GLint value); +GLAPI void APIENTRY glPathParameterfvNV (GLuint path, GLenum pname, const GLfloat *value); +GLAPI void APIENTRY glPathParameterfNV (GLuint path, GLenum pname, GLfloat value); +GLAPI void APIENTRY glPathDashArrayNV (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +GLAPI void APIENTRY glPathStencilFuncNV (GLenum func, GLint ref, GLuint mask); +GLAPI void APIENTRY glPathStencilDepthOffsetNV (GLfloat factor, GLfloat units); +GLAPI void APIENTRY glStencilFillPathNV (GLuint path, GLenum fillMode, GLuint mask); +GLAPI void APIENTRY glStencilStrokePathNV (GLuint path, GLint reference, GLuint mask); +GLAPI void APIENTRY glStencilFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glStencilStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glPathCoverDepthFuncNV (GLenum func); +GLAPI void APIENTRY glCoverFillPathNV (GLuint path, GLenum coverMode); +GLAPI void APIENTRY glCoverStrokePathNV (GLuint path, GLenum coverMode); +GLAPI void APIENTRY glCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glGetPathParameterivNV (GLuint path, GLenum pname, GLint *value); +GLAPI void APIENTRY glGetPathParameterfvNV (GLuint path, GLenum pname, GLfloat *value); +GLAPI void APIENTRY glGetPathCommandsNV (GLuint path, GLubyte *commands); +GLAPI void APIENTRY glGetPathCoordsNV (GLuint path, GLfloat *coords); +GLAPI void APIENTRY glGetPathDashArrayNV (GLuint path, GLfloat *dashArray); +GLAPI void APIENTRY glGetPathMetricsNV (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +GLAPI void APIENTRY glGetPathMetricRangeNV (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +GLAPI void APIENTRY glGetPathSpacingNV (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +GLAPI GLboolean APIENTRY glIsPointInFillPathNV (GLuint path, GLuint mask, GLfloat x, GLfloat y); +GLAPI GLboolean APIENTRY glIsPointInStrokePathNV (GLuint path, GLfloat x, GLfloat y); +GLAPI GLfloat APIENTRY glGetPathLengthNV (GLuint path, GLsizei startSegment, GLsizei numSegments); +GLAPI GLboolean APIENTRY glPointAlongPathNV (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +GLAPI void APIENTRY glMatrixLoad3x2fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoad3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoadTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMult3x2fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMult3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMultTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glStencilThenCoverFillPathNV (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +GLAPI void APIENTRY glStencilThenCoverStrokePathNV (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +GLAPI void APIENTRY glStencilThenCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glStencilThenCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI GLenum APIENTRY glPathGlyphIndexRangeNV (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +GLAPI GLenum APIENTRY glPathGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI GLenum APIENTRY glPathMemoryGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI void APIENTRY glProgramPathFragmentInputGenNV (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +GLAPI void APIENTRY glGetProgramResourcefvNV (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +GLAPI void APIENTRY glPathColorGenNV (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); +GLAPI void APIENTRY glPathTexGenNV (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); +GLAPI void APIENTRY glPathFogGenNV (GLenum genMode); +GLAPI void APIENTRY glGetPathColorGenivNV (GLenum color, GLenum pname, GLint *value); +GLAPI void APIENTRY glGetPathColorGenfvNV (GLenum color, GLenum pname, GLfloat *value); +GLAPI void APIENTRY glGetPathTexGenivNV (GLenum texCoordSet, GLenum pname, GLint *value); +GLAPI void APIENTRY glGetPathTexGenfvNV (GLenum texCoordSet, GLenum pname, GLfloat *value); +#endif +#endif /* GL_NV_path_rendering */ + +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 +#define GL_SHARED_EDGE_NV 0xC0 +#endif /* GL_NV_path_rendering_shared_edge */ + +#ifndef GL_NV_pixel_data_range +#define GL_NV_pixel_data_range 1 +#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 +#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 +#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A +#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B +#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C +#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D +typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, const void *pointer); +typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelDataRangeNV (GLenum target, GLsizei length, const void *pointer); +GLAPI void APIENTRY glFlushPixelDataRangeNV (GLenum target); +#endif +#endif /* GL_NV_pixel_data_range */ + +#ifndef GL_NV_point_sprite +#define GL_NV_point_sprite 1 +#define GL_POINT_SPRITE_NV 0x8861 +#define GL_COORD_REPLACE_NV 0x8862 +#define GL_POINT_SPRITE_R_MODE_NV 0x8863 +typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameteriNV (GLenum pname, GLint param); +GLAPI void APIENTRY glPointParameterivNV (GLenum pname, const GLint *params); +#endif +#endif /* GL_NV_point_sprite */ + +#ifndef GL_NV_present_video +#define GL_NV_present_video 1 +#define GL_FRAME_NV 0x8E26 +#define GL_FIELDS_NV 0x8E27 +#define GL_CURRENT_TIME_NV 0x8E28 +#define GL_NUM_FILL_STREAMS_NV 0x8E29 +#define GL_PRESENT_TIME_NV 0x8E2A +#define GL_PRESENT_DURATION_NV 0x8E2B +typedef void (APIENTRYP PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); +typedef void (APIENTRYP PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +typedef void (APIENTRYP PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT *params); +typedef void (APIENTRYP PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPresentFrameKeyedNV (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); +GLAPI void APIENTRY glPresentFrameDualFillNV (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +GLAPI void APIENTRY glGetVideoivNV (GLuint video_slot, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVideouivNV (GLuint video_slot, GLenum pname, GLuint *params); +GLAPI void APIENTRY glGetVideoi64vNV (GLuint video_slot, GLenum pname, GLint64EXT *params); +GLAPI void APIENTRY glGetVideoui64vNV (GLuint video_slot, GLenum pname, GLuint64EXT *params); +#endif +#endif /* GL_NV_present_video */ + +#ifndef GL_NV_primitive_restart +#define GL_NV_primitive_restart 1 +#define GL_PRIMITIVE_RESTART_NV 0x8558 +#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC) (void); +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPrimitiveRestartNV (void); +GLAPI void APIENTRY glPrimitiveRestartIndexNV (GLuint index); +#endif +#endif /* GL_NV_primitive_restart */ + +#ifndef GL_NV_primitive_shading_rate +#define GL_NV_primitive_shading_rate 1 +#define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 +#define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 +#endif /* GL_NV_primitive_shading_rate */ + +#ifndef GL_NV_query_resource +#define GL_NV_query_resource 1 +#define GL_QUERY_RESOURCE_TYPE_VIDMEM_ALLOC_NV 0x9540 +#define GL_QUERY_RESOURCE_MEMTYPE_VIDMEM_NV 0x9542 +#define GL_QUERY_RESOURCE_SYS_RESERVED_NV 0x9544 +#define GL_QUERY_RESOURCE_TEXTURE_NV 0x9545 +#define GL_QUERY_RESOURCE_RENDERBUFFER_NV 0x9546 +#define GL_QUERY_RESOURCE_BUFFEROBJECT_NV 0x9547 +typedef GLint (APIENTRYP PFNGLQUERYRESOURCENVPROC) (GLenum queryType, GLint tagId, GLuint count, GLint *buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLint APIENTRY glQueryResourceNV (GLenum queryType, GLint tagId, GLuint count, GLint *buffer); +#endif +#endif /* GL_NV_query_resource */ + +#ifndef GL_NV_query_resource_tag +#define GL_NV_query_resource_tag 1 +typedef void (APIENTRYP PFNGLGENQUERYRESOURCETAGNVPROC) (GLsizei n, GLint *tagIds); +typedef void (APIENTRYP PFNGLDELETEQUERYRESOURCETAGNVPROC) (GLsizei n, const GLint *tagIds); +typedef void (APIENTRYP PFNGLQUERYRESOURCETAGNVPROC) (GLint tagId, const GLchar *tagString); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenQueryResourceTagNV (GLsizei n, GLint *tagIds); +GLAPI void APIENTRY glDeleteQueryResourceTagNV (GLsizei n, const GLint *tagIds); +GLAPI void APIENTRY glQueryResourceTagNV (GLint tagId, const GLchar *tagString); +#endif +#endif /* GL_NV_query_resource_tag */ + +#ifndef GL_NV_register_combiners +#define GL_NV_register_combiners 1 +#define GL_REGISTER_COMBINERS_NV 0x8522 +#define GL_VARIABLE_A_NV 0x8523 +#define GL_VARIABLE_B_NV 0x8524 +#define GL_VARIABLE_C_NV 0x8525 +#define GL_VARIABLE_D_NV 0x8526 +#define GL_VARIABLE_E_NV 0x8527 +#define GL_VARIABLE_F_NV 0x8528 +#define GL_VARIABLE_G_NV 0x8529 +#define GL_CONSTANT_COLOR0_NV 0x852A +#define GL_CONSTANT_COLOR1_NV 0x852B +#define GL_SPARE0_NV 0x852E +#define GL_SPARE1_NV 0x852F +#define GL_DISCARD_NV 0x8530 +#define GL_E_TIMES_F_NV 0x8531 +#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 +#define GL_UNSIGNED_IDENTITY_NV 0x8536 +#define GL_UNSIGNED_INVERT_NV 0x8537 +#define GL_EXPAND_NORMAL_NV 0x8538 +#define GL_EXPAND_NEGATE_NV 0x8539 +#define GL_HALF_BIAS_NORMAL_NV 0x853A +#define GL_HALF_BIAS_NEGATE_NV 0x853B +#define GL_SIGNED_IDENTITY_NV 0x853C +#define GL_SIGNED_NEGATE_NV 0x853D +#define GL_SCALE_BY_TWO_NV 0x853E +#define GL_SCALE_BY_FOUR_NV 0x853F +#define GL_SCALE_BY_ONE_HALF_NV 0x8540 +#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 +#define GL_COMBINER_INPUT_NV 0x8542 +#define GL_COMBINER_MAPPING_NV 0x8543 +#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 +#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 +#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 +#define GL_COMBINER_MUX_SUM_NV 0x8547 +#define GL_COMBINER_SCALE_NV 0x8548 +#define GL_COMBINER_BIAS_NV 0x8549 +#define GL_COMBINER_AB_OUTPUT_NV 0x854A +#define GL_COMBINER_CD_OUTPUT_NV 0x854B +#define GL_COMBINER_SUM_OUTPUT_NV 0x854C +#define GL_MAX_GENERAL_COMBINERS_NV 0x854D +#define GL_NUM_GENERAL_COMBINERS_NV 0x854E +#define GL_COLOR_SUM_CLAMP_NV 0x854F +#define GL_COMBINER0_NV 0x8550 +#define GL_COMBINER1_NV 0x8551 +#define GL_COMBINER2_NV 0x8552 +#define GL_COMBINER3_NV 0x8553 +#define GL_COMBINER4_NV 0x8554 +#define GL_COMBINER5_NV 0x8555 +#define GL_COMBINER6_NV 0x8556 +#define GL_COMBINER7_NV 0x8557 +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCombinerParameterfvNV (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glCombinerParameterfNV (GLenum pname, GLfloat param); +GLAPI void APIENTRY glCombinerParameterivNV (GLenum pname, const GLint *params); +GLAPI void APIENTRY glCombinerParameteriNV (GLenum pname, GLint param); +GLAPI void APIENTRY glCombinerInputNV (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +GLAPI void APIENTRY glCombinerOutputNV (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +GLAPI void APIENTRY glFinalCombinerInputNV (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +GLAPI void APIENTRY glGetCombinerInputParameterfvNV (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetCombinerInputParameterivNV (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetCombinerOutputParameterfvNV (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetCombinerOutputParameterivNV (GLenum stage, GLenum portion, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetFinalCombinerInputParameterfvNV (GLenum variable, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetFinalCombinerInputParameterivNV (GLenum variable, GLenum pname, GLint *params); +#endif +#endif /* GL_NV_register_combiners */ + +#ifndef GL_NV_register_combiners2 +#define GL_NV_register_combiners2 1 +#define GL_PER_STAGE_CONSTANTS_NV 0x8535 +typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCombinerStageParameterfvNV (GLenum stage, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetCombinerStageParameterfvNV (GLenum stage, GLenum pname, GLfloat *params); +#endif +#endif /* GL_NV_register_combiners2 */ + +#ifndef GL_NV_representative_fragment_test +#define GL_NV_representative_fragment_test 1 +#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F +#endif /* GL_NV_representative_fragment_test */ + +#ifndef GL_NV_robustness_video_memory_purge +#define GL_NV_robustness_video_memory_purge 1 +#define GL_PURGED_CONTEXT_RESET_NV 0x92BB +#endif /* GL_NV_robustness_video_memory_purge */ + +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferSampleLocationsfvNV (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glNamedFramebufferSampleLocationsfvNV (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glResolveDepthValuesNV (void); +#endif +#endif /* GL_NV_sample_locations */ + +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 +#endif /* GL_NV_sample_mask_override_coverage */ + +#ifndef GL_NV_scissor_exclusive +#define GL_NV_scissor_exclusive 1 +#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 +#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 +typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v); +#endif +#endif /* GL_NV_scissor_exclusive */ + +#ifndef GL_NV_shader_atomic_counters +#define GL_NV_shader_atomic_counters 1 +#endif /* GL_NV_shader_atomic_counters */ + +#ifndef GL_NV_shader_atomic_float +#define GL_NV_shader_atomic_float 1 +#endif /* GL_NV_shader_atomic_float */ + +#ifndef GL_NV_shader_atomic_float64 +#define GL_NV_shader_atomic_float64 1 +#endif /* GL_NV_shader_atomic_float64 */ + +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 +#endif /* GL_NV_shader_atomic_fp16_vector */ + +#ifndef GL_NV_shader_atomic_int64 +#define GL_NV_shader_atomic_int64 1 +#endif /* GL_NV_shader_atomic_int64 */ + +#ifndef GL_NV_shader_buffer_load +#define GL_NV_shader_buffer_load 1 +#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D +#define GL_GPU_ADDRESS_NV 0x8F34 +#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 +typedef void (APIENTRYP PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access); +typedef void (APIENTRYP PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target); +typedef GLboolean (APIENTRYP PFNGLISBUFFERRESIDENTNVPROC) (GLenum target); +typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access); +typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer); +typedef GLboolean (APIENTRYP PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT *result); +typedef void (APIENTRYP PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value); +typedef void (APIENTRYP PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMakeBufferResidentNV (GLenum target, GLenum access); +GLAPI void APIENTRY glMakeBufferNonResidentNV (GLenum target); +GLAPI GLboolean APIENTRY glIsBufferResidentNV (GLenum target); +GLAPI void APIENTRY glMakeNamedBufferResidentNV (GLuint buffer, GLenum access); +GLAPI void APIENTRY glMakeNamedBufferNonResidentNV (GLuint buffer); +GLAPI GLboolean APIENTRY glIsNamedBufferResidentNV (GLuint buffer); +GLAPI void APIENTRY glGetBufferParameterui64vNV (GLenum target, GLenum pname, GLuint64EXT *params); +GLAPI void APIENTRY glGetNamedBufferParameterui64vNV (GLuint buffer, GLenum pname, GLuint64EXT *params); +GLAPI void APIENTRY glGetIntegerui64vNV (GLenum value, GLuint64EXT *result); +GLAPI void APIENTRY glUniformui64NV (GLint location, GLuint64EXT value); +GLAPI void APIENTRY glUniformui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniformui64NV (GLuint program, GLint location, GLuint64EXT value); +GLAPI void APIENTRY glProgramUniformui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#endif +#endif /* GL_NV_shader_buffer_load */ + +#ifndef GL_NV_shader_buffer_store +#define GL_NV_shader_buffer_store 1 +#define GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV 0x00000010 +#endif /* GL_NV_shader_buffer_store */ + +#ifndef GL_NV_shader_storage_buffer_object +#define GL_NV_shader_storage_buffer_object 1 +#endif /* GL_NV_shader_storage_buffer_object */ + +#ifndef GL_NV_shader_subgroup_partitioned +#define GL_NV_shader_subgroup_partitioned 1 +#define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 +#endif /* GL_NV_shader_subgroup_partitioned */ + +#ifndef GL_NV_shader_texture_footprint +#define GL_NV_shader_texture_footprint 1 +#endif /* GL_NV_shader_texture_footprint */ + +#ifndef GL_NV_shader_thread_group +#define GL_NV_shader_thread_group 1 +#define GL_WARP_SIZE_NV 0x9339 +#define GL_WARPS_PER_SM_NV 0x933A +#define GL_SM_COUNT_NV 0x933B +#endif /* GL_NV_shader_thread_group */ + +#ifndef GL_NV_shader_thread_shuffle +#define GL_NV_shader_thread_shuffle 1 +#endif /* GL_NV_shader_thread_shuffle */ + +#ifndef GL_NV_shading_rate_image +#define GL_NV_shading_rate_image 1 +#define GL_SHADING_RATE_IMAGE_NV 0x9563 +#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 +#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 +#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 +#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A +#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B +#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C +#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D +#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E +#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F +#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B +#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C +#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D +#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E +#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F +#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE +#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF +#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 +typedef void (APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate); +typedef void (APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location); +typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize); +typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order); +typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindShadingRateImageNV (GLuint texture); +GLAPI void APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate); +GLAPI void APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location); +GLAPI void APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize); +GLAPI void APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +GLAPI void APIENTRY glShadingRateSampleOrderNV (GLenum order); +GLAPI void APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations); +#endif +#endif /* GL_NV_shading_rate_image */ + +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 +#endif /* GL_NV_stereo_view_rendering */ + +#ifndef GL_NV_tessellation_program5 +#define GL_NV_tessellation_program5 1 +#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 +#define GL_TESS_CONTROL_PROGRAM_NV 0x891E +#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F +#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 +#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 +#endif /* GL_NV_tessellation_program5 */ + +#ifndef GL_NV_texgen_emboss +#define GL_NV_texgen_emboss 1 +#define GL_EMBOSS_LIGHT_NV 0x855D +#define GL_EMBOSS_CONSTANT_NV 0x855E +#define GL_EMBOSS_MAP_NV 0x855F +#endif /* GL_NV_texgen_emboss */ + +#ifndef GL_NV_texgen_reflection +#define GL_NV_texgen_reflection 1 +#define GL_NORMAL_MAP_NV 0x8511 +#define GL_REFLECTION_MAP_NV 0x8512 +#endif /* GL_NV_texgen_reflection */ + +#ifndef GL_NV_texture_barrier +#define GL_NV_texture_barrier 1 +typedef void (APIENTRYP PFNGLTEXTUREBARRIERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureBarrierNV (void); +#endif +#endif /* GL_NV_texture_barrier */ + +#ifndef GL_NV_texture_compression_vtc +#define GL_NV_texture_compression_vtc 1 +#endif /* GL_NV_texture_compression_vtc */ + +#ifndef GL_NV_texture_env_combine4 +#define GL_NV_texture_env_combine4 1 +#define GL_COMBINE4_NV 0x8503 +#define GL_SOURCE3_RGB_NV 0x8583 +#define GL_SOURCE3_ALPHA_NV 0x858B +#define GL_OPERAND3_RGB_NV 0x8593 +#define GL_OPERAND3_ALPHA_NV 0x859B +#endif /* GL_NV_texture_env_combine4 */ + +#ifndef GL_NV_texture_expand_normal +#define GL_NV_texture_expand_normal 1 +#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F +#endif /* GL_NV_texture_expand_normal */ + +#ifndef GL_NV_texture_multisample +#define GL_NV_texture_multisample 1 +#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 +#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexImage2DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTexImage3DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage2DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage3DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage2DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage3DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +#endif +#endif /* GL_NV_texture_multisample */ + +#ifndef GL_NV_texture_rectangle +#define GL_NV_texture_rectangle 1 +#define GL_TEXTURE_RECTANGLE_NV 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 +#endif /* GL_NV_texture_rectangle */ + +#ifndef GL_NV_texture_rectangle_compressed +#define GL_NV_texture_rectangle_compressed 1 +#endif /* GL_NV_texture_rectangle_compressed */ + +#ifndef GL_NV_texture_shader +#define GL_NV_texture_shader 1 +#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C +#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D +#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E +#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_SHADER_CONSISTENT_NV 0x86DD +#define GL_TEXTURE_SHADER_NV 0x86DE +#define GL_SHADER_OPERATION_NV 0x86DF +#define GL_CULL_MODES_NV 0x86E0 +#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 +#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 +#define GL_CONST_EYE_NV 0x86E5 +#define GL_PASS_THROUGH_NV 0x86E6 +#define GL_CULL_FRAGMENT_NV 0x86E7 +#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 +#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 +#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA +#define GL_DOT_PRODUCT_NV 0x86EC +#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED +#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE +#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 +#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 +#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 +#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 +#define GL_HILO_NV 0x86F4 +#define GL_DSDT_NV 0x86F5 +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_HILO16_NV 0x86F8 +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D +#define GL_HI_SCALE_NV 0x870E +#define GL_LO_SCALE_NV 0x870F +#define GL_DS_SCALE_NV 0x8710 +#define GL_DT_SCALE_NV 0x8711 +#define GL_MAGNITUDE_SCALE_NV 0x8712 +#define GL_VIBRANCE_SCALE_NV 0x8713 +#define GL_HI_BIAS_NV 0x8714 +#define GL_LO_BIAS_NV 0x8715 +#define GL_DS_BIAS_NV 0x8716 +#define GL_DT_BIAS_NV 0x8717 +#define GL_MAGNITUDE_BIAS_NV 0x8718 +#define GL_VIBRANCE_BIAS_NV 0x8719 +#define GL_TEXTURE_BORDER_VALUES_NV 0x871A +#define GL_TEXTURE_HI_SIZE_NV 0x871B +#define GL_TEXTURE_LO_SIZE_NV 0x871C +#define GL_TEXTURE_DS_SIZE_NV 0x871D +#define GL_TEXTURE_DT_SIZE_NV 0x871E +#define GL_TEXTURE_MAG_SIZE_NV 0x871F +#endif /* GL_NV_texture_shader */ + +#ifndef GL_NV_texture_shader2 +#define GL_NV_texture_shader2 1 +#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF +#endif /* GL_NV_texture_shader2 */ + +#ifndef GL_NV_texture_shader3 +#define GL_NV_texture_shader3 1 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 +#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 +#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 +#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 +#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 +#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A +#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B +#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C +#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D +#define GL_HILO8_NV 0x885E +#define GL_SIGNED_HILO8_NV 0x885F +#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 +#endif /* GL_NV_texture_shader3 */ + +#ifndef GL_NV_timeline_semaphore +#define GL_NV_timeline_semaphore 1 +#define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 +#define GL_SEMAPHORE_TYPE_NV 0x95B3 +#define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 +#define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 +#define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 +typedef void (APIENTRYP PFNGLCREATESEMAPHORESNVPROC) (GLsizei n, GLuint *semaphores); +typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCreateSemaphoresNV (GLsizei n, GLuint *semaphores); +GLAPI void APIENTRY glSemaphoreParameterivNV (GLuint semaphore, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetSemaphoreParameterivNV (GLuint semaphore, GLenum pname, GLint *params); +#endif +#endif /* GL_NV_timeline_semaphore */ + +#ifndef GL_NV_transform_feedback +#define GL_NV_transform_feedback 1 +#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 +#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 +#define GL_TEXTURE_COORD_NV 0x8C79 +#define GL_CLIP_DISTANCE_NV 0x8C7A +#define GL_VERTEX_ID_NV 0x8C7B +#define GL_PRIMITIVE_ID_NV 0x8C7C +#define GL_GENERIC_ATTRIB_NV 0x8C7D +#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 +#define GL_ACTIVE_VARYINGS_NV 0x8C81 +#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 +#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 +#define GL_PRIMITIVES_GENERATED_NV 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 +#define GL_RASTERIZER_DISCARD_NV 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B +#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C +#define GL_SEPARATE_ATTRIBS_NV 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F +#define GL_LAYER_NV 0x8DAA +#define GL_NEXT_BUFFER_NV -2 +#define GL_SKIP_COMPONENTS4_NV -3 +#define GL_SKIP_COMPONENTS3_NV -4 +#define GL_SKIP_COMPONENTS2_NV -5 +#define GL_SKIP_COMPONENTS1_NV -6 +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLsizei count, const GLint *attribs, GLenum bufferMode); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (APIENTRYP PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); +typedef void (APIENTRYP PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC) (GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginTransformFeedbackNV (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedbackNV (void); +GLAPI void APIENTRY glTransformFeedbackAttribsNV (GLsizei count, const GLint *attribs, GLenum bufferMode); +GLAPI void APIENTRY glBindBufferRangeNV (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferOffsetNV (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +GLAPI void APIENTRY glBindBufferBaseNV (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryingsNV (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); +GLAPI void APIENTRY glActiveVaryingNV (GLuint program, const GLchar *name); +GLAPI GLint APIENTRY glGetVaryingLocationNV (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetActiveVaryingNV (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetTransformFeedbackVaryingNV (GLuint program, GLuint index, GLint *location); +GLAPI void APIENTRY glTransformFeedbackStreamAttribsNV (GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); +#endif +#endif /* GL_NV_transform_feedback */ + +#ifndef GL_NV_transform_feedback2 +#define GL_NV_transform_feedback2 1 +#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint *ids); +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void); +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindTransformFeedbackNV (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteTransformFeedbacksNV (GLsizei n, const GLuint *ids); +GLAPI void APIENTRY glGenTransformFeedbacksNV (GLsizei n, GLuint *ids); +GLAPI GLboolean APIENTRY glIsTransformFeedbackNV (GLuint id); +GLAPI void APIENTRY glPauseTransformFeedbackNV (void); +GLAPI void APIENTRY glResumeTransformFeedbackNV (void); +GLAPI void APIENTRY glDrawTransformFeedbackNV (GLenum mode, GLuint id); +#endif +#endif /* GL_NV_transform_feedback2 */ + +#ifndef GL_NV_uniform_buffer_unified_memory +#define GL_NV_uniform_buffer_unified_memory 1 +#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E +#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F +#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 +#endif /* GL_NV_uniform_buffer_unified_memory */ + +#ifndef GL_NV_vdpau_interop +#define GL_NV_vdpau_interop 1 +typedef GLintptr GLvdpauSurfaceNV; +#define GL_SURFACE_STATE_NV 0x86EB +#define GL_SURFACE_REGISTERED_NV 0x86FD +#define GL_SURFACE_MAPPED_NV 0x8700 +#define GL_WRITE_DISCARD_NV 0x88BE +typedef void (APIENTRYP PFNGLVDPAUINITNVPROC) (const void *vdpDevice, const void *getProcAddress); +typedef void (APIENTRYP PFNGLVDPAUFININVPROC) (void); +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +typedef GLboolean (APIENTRYP PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface); +typedef void (APIENTRYP PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface); +typedef void (APIENTRYP PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +typedef void (APIENTRYP PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access); +typedef void (APIENTRYP PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); +typedef void (APIENTRYP PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVDPAUInitNV (const void *vdpDevice, const void *getProcAddress); +GLAPI void APIENTRY glVDPAUFiniNV (void); +GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterVideoSurfaceNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterOutputSurfaceNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +GLAPI GLboolean APIENTRY glVDPAUIsSurfaceNV (GLvdpauSurfaceNV surface); +GLAPI void APIENTRY glVDPAUUnregisterSurfaceNV (GLvdpauSurfaceNV surface); +GLAPI void APIENTRY glVDPAUGetSurfaceivNV (GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI void APIENTRY glVDPAUSurfaceAccessNV (GLvdpauSurfaceNV surface, GLenum access); +GLAPI void APIENTRY glVDPAUMapSurfacesNV (GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); +GLAPI void APIENTRY glVDPAUUnmapSurfacesNV (GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); +#endif +#endif /* GL_NV_vdpau_interop */ + +#ifndef GL_NV_vdpau_interop2 +#define GL_NV_vdpau_interop2 1 +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterVideoSurfaceWithPictureStructureNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); +#endif +#endif /* GL_NV_vdpau_interop2 */ + +#ifndef GL_NV_vertex_array_range +#define GL_NV_vertex_array_range 1 +#define GL_VERTEX_ARRAY_RANGE_NV 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E +#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F +#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 +#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 +typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); +typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFlushVertexArrayRangeNV (void); +GLAPI void APIENTRY glVertexArrayRangeNV (GLsizei length, const void *pointer); +#endif +#endif /* GL_NV_vertex_array_range */ + +#ifndef GL_NV_vertex_array_range2 +#define GL_NV_vertex_array_range2 1 +#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 +#endif /* GL_NV_vertex_array_range2 */ + +#ifndef GL_NV_vertex_attrib_integer_64bit +#define GL_NV_vertex_attrib_integer_64bit 1 +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribL1i64NV (GLuint index, GLint64EXT x); +GLAPI void APIENTRY glVertexAttribL2i64NV (GLuint index, GLint64EXT x, GLint64EXT y); +GLAPI void APIENTRY glVertexAttribL3i64NV (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI void APIENTRY glVertexAttribL4i64NV (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI void APIENTRY glVertexAttribL1i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL2i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL3i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL4i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL1ui64NV (GLuint index, GLuint64EXT x); +GLAPI void APIENTRY glVertexAttribL2ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y); +GLAPI void APIENTRY glVertexAttribL3ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI void APIENTRY glVertexAttribL4ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI void APIENTRY glVertexAttribL1ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glVertexAttribL2ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glVertexAttribL3ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glVertexAttribL4ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glGetVertexAttribLi64vNV (GLuint index, GLenum pname, GLint64EXT *params); +GLAPI void APIENTRY glGetVertexAttribLui64vNV (GLuint index, GLenum pname, GLuint64EXT *params); +GLAPI void APIENTRY glVertexAttribLFormatNV (GLuint index, GLint size, GLenum type, GLsizei stride); +#endif +#endif /* GL_NV_vertex_attrib_integer_64bit */ + +#ifndef GL_NV_vertex_buffer_unified_memory +#define GL_NV_vertex_buffer_unified_memory 1 +#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E +#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F +#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 +#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 +#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 +#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 +#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 +#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 +#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 +#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 +#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 +#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 +#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A +#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B +#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C +#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D +#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E +#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F +#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 +#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 +#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 +#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 +#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 +#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 +#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 +typedef void (APIENTRYP PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +typedef void (APIENTRYP PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride); +typedef void (APIENTRYP PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferAddressRangeNV (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +GLAPI void APIENTRY glVertexFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glNormalFormatNV (GLenum type, GLsizei stride); +GLAPI void APIENTRY glColorFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glIndexFormatNV (GLenum type, GLsizei stride); +GLAPI void APIENTRY glTexCoordFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glEdgeFlagFormatNV (GLsizei stride); +GLAPI void APIENTRY glSecondaryColorFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glFogCoordFormatNV (GLenum type, GLsizei stride); +GLAPI void APIENTRY glVertexAttribFormatNV (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +GLAPI void APIENTRY glVertexAttribIFormatNV (GLuint index, GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glGetIntegerui64i_vNV (GLenum value, GLuint index, GLuint64EXT *result); +#endif +#endif /* GL_NV_vertex_buffer_unified_memory */ + +#ifndef GL_NV_vertex_program +#define GL_NV_vertex_program 1 +#define GL_VERTEX_PROGRAM_NV 0x8620 +#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 +#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 +#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 +#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 +#define GL_CURRENT_ATTRIB_NV 0x8626 +#define GL_PROGRAM_LENGTH_NV 0x8627 +#define GL_PROGRAM_STRING_NV 0x8628 +#define GL_MODELVIEW_PROJECTION_NV 0x8629 +#define GL_IDENTITY_NV 0x862A +#define GL_INVERSE_NV 0x862B +#define GL_TRANSPOSE_NV 0x862C +#define GL_INVERSE_TRANSPOSE_NV 0x862D +#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E +#define GL_MAX_TRACK_MATRICES_NV 0x862F +#define GL_MATRIX0_NV 0x8630 +#define GL_MATRIX1_NV 0x8631 +#define GL_MATRIX2_NV 0x8632 +#define GL_MATRIX3_NV 0x8633 +#define GL_MATRIX4_NV 0x8634 +#define GL_MATRIX5_NV 0x8635 +#define GL_MATRIX6_NV 0x8636 +#define GL_MATRIX7_NV 0x8637 +#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 +#define GL_CURRENT_MATRIX_NV 0x8641 +#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 +#define GL_PROGRAM_PARAMETER_NV 0x8644 +#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 +#define GL_PROGRAM_TARGET_NV 0x8646 +#define GL_PROGRAM_RESIDENT_NV 0x8647 +#define GL_TRACK_MATRIX_NV 0x8648 +#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 +#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A +#define GL_PROGRAM_ERROR_POSITION_NV 0x864B +#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 +#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 +#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 +#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 +#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 +#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 +#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 +#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 +#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 +#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 +#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A +#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B +#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C +#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D +#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E +#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F +#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 +#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 +#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 +#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 +#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 +#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 +#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 +#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 +#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 +#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 +#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A +#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B +#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C +#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D +#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E +#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F +#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 +#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 +#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 +#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 +#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 +#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 +#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 +#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 +#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 +#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 +#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A +#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B +#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C +#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D +#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E +#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F +typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint *programs, GLboolean *residences); +typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); +typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat *params); +typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint *programs); +typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte *program); +typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); +typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei count, const GLubyte *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glAreProgramsResidentNV (GLsizei n, const GLuint *programs, GLboolean *residences); +GLAPI void APIENTRY glBindProgramNV (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteProgramsNV (GLsizei n, const GLuint *programs); +GLAPI void APIENTRY glExecuteProgramNV (GLenum target, GLuint id, const GLfloat *params); +GLAPI void APIENTRY glGenProgramsNV (GLsizei n, GLuint *programs); +GLAPI void APIENTRY glGetProgramParameterdvNV (GLenum target, GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetProgramParameterfvNV (GLenum target, GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetProgramivNV (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramStringNV (GLuint id, GLenum pname, GLubyte *program); +GLAPI void APIENTRY glGetTrackMatrixivNV (GLenum target, GLuint address, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribdvNV (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfvNV (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribivNV (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointervNV (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgramNV (GLuint id); +GLAPI void APIENTRY glLoadProgramNV (GLenum target, GLuint id, GLsizei len, const GLubyte *program); +GLAPI void APIENTRY glProgramParameter4dNV (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramParameter4dvNV (GLenum target, GLuint index, const GLdouble *v); +GLAPI void APIENTRY glProgramParameter4fNV (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramParameter4fvNV (GLenum target, GLuint index, const GLfloat *v); +GLAPI void APIENTRY glProgramParameters4dvNV (GLenum target, GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glProgramParameters4fvNV (GLenum target, GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glRequestResidentProgramsNV (GLsizei n, const GLuint *programs); +GLAPI void APIENTRY glTrackMatrixNV (GLenum target, GLuint address, GLenum matrix, GLenum transform); +GLAPI void APIENTRY glVertexAttribPointerNV (GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glVertexAttrib1dNV (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1fNV (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1sNV (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2dNV (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2fNV (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2sNV (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3dNV (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3fNV (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3sNV (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4dNV (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4fNV (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4sNV (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubNV (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4ubvNV (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribs1dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs1fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs1svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs2dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs2fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs2svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs3dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs3fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs3svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs4dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs4fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs4svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs4ubvNV (GLuint index, GLsizei count, const GLubyte *v); +#endif +#endif /* GL_NV_vertex_program */ + +#ifndef GL_NV_vertex_program1_1 +#define GL_NV_vertex_program1_1 1 +#endif /* GL_NV_vertex_program1_1 */ + +#ifndef GL_NV_vertex_program2 +#define GL_NV_vertex_program2 1 +#endif /* GL_NV_vertex_program2 */ + +#ifndef GL_NV_vertex_program2_option +#define GL_NV_vertex_program2_option 1 +#endif /* GL_NV_vertex_program2_option */ + +#ifndef GL_NV_vertex_program3 +#define GL_NV_vertex_program3 1 +#endif /* GL_NV_vertex_program3 */ + +#ifndef GL_NV_vertex_program4 +#define GL_NV_vertex_program4 1 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD +#endif /* GL_NV_vertex_program4 */ + +#ifndef GL_NV_video_capture +#define GL_NV_video_capture 1 +#define GL_VIDEO_BUFFER_NV 0x9020 +#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 +#define GL_FIELD_UPPER_NV 0x9022 +#define GL_FIELD_LOWER_NV 0x9023 +#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 +#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 +#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 +#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 +#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 +#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 +#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A +#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B +#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C +#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D +#define GL_PARTIAL_SUCCESS_NV 0x902E +#define GL_SUCCESS_NV 0x902F +#define GL_FAILURE_NV 0x9030 +#define GL_YCBYCR8_422_NV 0x9031 +#define GL_YCBAYCR8A_4224_NV 0x9032 +#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 +#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 +#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 +#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 +#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 +#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 +#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 +#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A +#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B +#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C +typedef void (APIENTRYP PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot); +typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); +typedef GLenum (APIENTRYP PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginVideoCaptureNV (GLuint video_capture_slot); +GLAPI void APIENTRY glBindVideoCaptureStreamBufferNV (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +GLAPI void APIENTRY glBindVideoCaptureStreamTextureNV (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +GLAPI void APIENTRY glEndVideoCaptureNV (GLuint video_capture_slot); +GLAPI void APIENTRY glGetVideoCaptureivNV (GLuint video_capture_slot, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVideoCaptureStreamivNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVideoCaptureStreamfvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVideoCaptureStreamdvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); +GLAPI GLenum APIENTRY glVideoCaptureNV (GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); +GLAPI void APIENTRY glVideoCaptureStreamParameterivNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); +GLAPI void APIENTRY glVideoCaptureStreamParameterfvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glVideoCaptureStreamParameterdvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); +#endif +#endif /* GL_NV_video_capture */ + +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 +#endif /* GL_NV_viewport_array2 */ + +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B +typedef void (APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glViewportSwizzleNV (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#endif +#endif /* GL_NV_viewport_swizzle */ + +#ifndef GL_OML_interlace +#define GL_OML_interlace 1 +#define GL_INTERLACE_OML 0x8980 +#define GL_INTERLACE_READ_OML 0x8981 +#endif /* GL_OML_interlace */ + +#ifndef GL_OML_resample +#define GL_OML_resample 1 +#define GL_PACK_RESAMPLE_OML 0x8984 +#define GL_UNPACK_RESAMPLE_OML 0x8985 +#define GL_RESAMPLE_REPLICATE_OML 0x8986 +#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 +#define GL_RESAMPLE_AVERAGE_OML 0x8988 +#define GL_RESAMPLE_DECIMATE_OML 0x8989 +#endif /* GL_OML_resample */ + +#ifndef GL_OML_subsample +#define GL_OML_subsample 1 +#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 +#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 +#endif /* GL_OML_subsample */ + +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferTextureMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#endif +#endif /* GL_OVR_multiview */ + +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 +#endif /* GL_OVR_multiview2 */ + +#ifndef GL_PGI_misc_hints +#define GL_PGI_misc_hints 1 +#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8 +#define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD +#define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE +#define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202 +#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203 +#define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204 +#define GL_ALWAYS_FAST_HINT_PGI 0x1A20C +#define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D +#define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E +#define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F +#define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210 +#define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211 +#define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216 +#define GL_STRICT_LIGHTING_HINT_PGI 0x1A217 +#define GL_STRICT_SCISSOR_HINT_PGI 0x1A218 +#define GL_FULL_STIPPLE_HINT_PGI 0x1A219 +#define GL_CLIP_NEAR_HINT_PGI 0x1A220 +#define GL_CLIP_FAR_HINT_PGI 0x1A221 +#define GL_WIDE_LINE_HINT_PGI 0x1A222 +#define GL_BACK_NORMALS_HINT_PGI 0x1A223 +typedef void (APIENTRYP PFNGLHINTPGIPROC) (GLenum target, GLint mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glHintPGI (GLenum target, GLint mode); +#endif +#endif /* GL_PGI_misc_hints */ + +#ifndef GL_PGI_vertex_hints +#define GL_PGI_vertex_hints 1 +#define GL_VERTEX_DATA_HINT_PGI 0x1A22A +#define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B +#define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C +#define GL_MAX_VERTEX_HINT_PGI 0x1A22D +#define GL_COLOR3_BIT_PGI 0x00010000 +#define GL_COLOR4_BIT_PGI 0x00020000 +#define GL_EDGEFLAG_BIT_PGI 0x00040000 +#define GL_INDEX_BIT_PGI 0x00080000 +#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 +#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 +#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 +#define GL_MAT_EMISSION_BIT_PGI 0x00800000 +#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 +#define GL_MAT_SHININESS_BIT_PGI 0x02000000 +#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 +#define GL_NORMAL_BIT_PGI 0x08000000 +#define GL_TEXCOORD1_BIT_PGI 0x10000000 +#define GL_TEXCOORD2_BIT_PGI 0x20000000 +#define GL_TEXCOORD3_BIT_PGI 0x40000000 +#define GL_TEXCOORD4_BIT_PGI 0x80000000 +#define GL_VERTEX23_BIT_PGI 0x00000004 +#define GL_VERTEX4_BIT_PGI 0x00000008 +#endif /* GL_PGI_vertex_hints */ + +#ifndef GL_REND_screen_coordinates +#define GL_REND_screen_coordinates 1 +#define GL_SCREEN_COORDINATES_REND 0x8490 +#define GL_INVERTED_SCREEN_W_REND 0x8491 +#endif /* GL_REND_screen_coordinates */ + +#ifndef GL_S3_s3tc +#define GL_S3_s3tc 1 +#define GL_RGB_S3TC 0x83A0 +#define GL_RGB4_S3TC 0x83A1 +#define GL_RGBA_S3TC 0x83A2 +#define GL_RGBA4_S3TC 0x83A3 +#define GL_RGBA_DXT5_S3TC 0x83A4 +#define GL_RGBA4_DXT5_S3TC 0x83A5 +#endif /* GL_S3_s3tc */ + +#ifndef GL_SGIS_detail_texture +#define GL_SGIS_detail_texture 1 +#define GL_DETAIL_TEXTURE_2D_SGIS 0x8095 +#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096 +#define GL_LINEAR_DETAIL_SGIS 0x8097 +#define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098 +#define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099 +#define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A +#define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B +#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C +typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); +typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDetailTexFuncSGIS (GLenum target, GLsizei n, const GLfloat *points); +GLAPI void APIENTRY glGetDetailTexFuncSGIS (GLenum target, GLfloat *points); +#endif +#endif /* GL_SGIS_detail_texture */ + +#ifndef GL_SGIS_fog_function +#define GL_SGIS_fog_function 1 +#define GL_FOG_FUNC_SGIS 0x812A +#define GL_FOG_FUNC_POINTS_SGIS 0x812B +#define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C +typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat *points); +typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC) (GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFogFuncSGIS (GLsizei n, const GLfloat *points); +GLAPI void APIENTRY glGetFogFuncSGIS (GLfloat *points); +#endif +#endif /* GL_SGIS_fog_function */ + +#ifndef GL_SGIS_generate_mipmap +#define GL_SGIS_generate_mipmap 1 +#define GL_GENERATE_MIPMAP_SGIS 0x8191 +#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 +#endif /* GL_SGIS_generate_mipmap */ + +#ifndef GL_SGIS_multisample +#define GL_SGIS_multisample 1 +#define GL_MULTISAMPLE_SGIS 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F +#define GL_SAMPLE_MASK_SGIS 0x80A0 +#define GL_1PASS_SGIS 0x80A1 +#define GL_2PASS_0_SGIS 0x80A2 +#define GL_2PASS_1_SGIS 0x80A3 +#define GL_4PASS_0_SGIS 0x80A4 +#define GL_4PASS_1_SGIS 0x80A5 +#define GL_4PASS_2_SGIS 0x80A6 +#define GL_4PASS_3_SGIS 0x80A7 +#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 +#define GL_SAMPLES_SGIS 0x80A9 +#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA +#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB +#define GL_SAMPLE_PATTERN_SGIS 0x80AC +typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); +typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSampleMaskSGIS (GLclampf value, GLboolean invert); +GLAPI void APIENTRY glSamplePatternSGIS (GLenum pattern); +#endif +#endif /* GL_SGIS_multisample */ + +#ifndef GL_SGIS_pixel_texture +#define GL_SGIS_pixel_texture 1 +#define GL_PIXEL_TEXTURE_SGIS 0x8353 +#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354 +#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355 +#define GL_PIXEL_GROUP_COLOR_SGIS 0x8356 +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelTexGenParameteriSGIS (GLenum pname, GLint param); +GLAPI void APIENTRY glPixelTexGenParameterivSGIS (GLenum pname, const GLint *params); +GLAPI void APIENTRY glPixelTexGenParameterfSGIS (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPixelTexGenParameterfvSGIS (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetPixelTexGenParameterivSGIS (GLenum pname, GLint *params); +GLAPI void APIENTRY glGetPixelTexGenParameterfvSGIS (GLenum pname, GLfloat *params); +#endif +#endif /* GL_SGIS_pixel_texture */ + +#ifndef GL_SGIS_point_line_texgen +#define GL_SGIS_point_line_texgen 1 +#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 +#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 +#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 +#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 +#define GL_EYE_POINT_SGIS 0x81F4 +#define GL_OBJECT_POINT_SGIS 0x81F5 +#define GL_EYE_LINE_SGIS 0x81F6 +#define GL_OBJECT_LINE_SGIS 0x81F7 +#endif /* GL_SGIS_point_line_texgen */ + +#ifndef GL_SGIS_point_parameters +#define GL_SGIS_point_parameters 1 +#define GL_POINT_SIZE_MIN_SGIS 0x8126 +#define GL_POINT_SIZE_MAX_SGIS 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128 +#define GL_DISTANCE_ATTENUATION_SGIS 0x8129 +typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameterfSGIS (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfvSGIS (GLenum pname, const GLfloat *params); +#endif +#endif /* GL_SGIS_point_parameters */ + +#ifndef GL_SGIS_sharpen_texture +#define GL_SGIS_sharpen_texture 1 +#define GL_LINEAR_SHARPEN_SGIS 0x80AD +#define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE +#define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF +#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0 +typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); +typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSharpenTexFuncSGIS (GLenum target, GLsizei n, const GLfloat *points); +GLAPI void APIENTRY glGetSharpenTexFuncSGIS (GLenum target, GLfloat *points); +#endif +#endif /* GL_SGIS_sharpen_texture */ + +#ifndef GL_SGIS_texture4D +#define GL_SGIS_texture4D 1 +#define GL_PACK_SKIP_VOLUMES_SGIS 0x8130 +#define GL_PACK_IMAGE_DEPTH_SGIS 0x8131 +#define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132 +#define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133 +#define GL_TEXTURE_4D_SGIS 0x8134 +#define GL_PROXY_TEXTURE_4D_SGIS 0x8135 +#define GL_TEXTURE_4DSIZE_SGIS 0x8136 +#define GL_TEXTURE_WRAP_Q_SGIS 0x8137 +#define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138 +#define GL_TEXTURE_4D_BINDING_SGIS 0x814F +typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexImage4DSGIS (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage4DSGIS (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); +#endif +#endif /* GL_SGIS_texture4D */ + +#ifndef GL_SGIS_texture_border_clamp +#define GL_SGIS_texture_border_clamp 1 +#define GL_CLAMP_TO_BORDER_SGIS 0x812D +#endif /* GL_SGIS_texture_border_clamp */ + +#ifndef GL_SGIS_texture_color_mask +#define GL_SGIS_texture_color_mask 1 +#define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF +typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureColorMaskSGIS (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +#endif +#endif /* GL_SGIS_texture_color_mask */ + +#ifndef GL_SGIS_texture_edge_clamp +#define GL_SGIS_texture_edge_clamp 1 +#define GL_CLAMP_TO_EDGE_SGIS 0x812F +#endif /* GL_SGIS_texture_edge_clamp */ + +#ifndef GL_SGIS_texture_filter4 +#define GL_SGIS_texture_filter4 1 +#define GL_FILTER4_SGIS 0x8146 +#define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147 +typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat *weights); +typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetTexFilterFuncSGIS (GLenum target, GLenum filter, GLfloat *weights); +GLAPI void APIENTRY glTexFilterFuncSGIS (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); +#endif +#endif /* GL_SGIS_texture_filter4 */ + +#ifndef GL_SGIS_texture_lod +#define GL_SGIS_texture_lod 1 +#define GL_TEXTURE_MIN_LOD_SGIS 0x813A +#define GL_TEXTURE_MAX_LOD_SGIS 0x813B +#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C +#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D +#endif /* GL_SGIS_texture_lod */ + +#ifndef GL_SGIS_texture_select +#define GL_SGIS_texture_select 1 +#define GL_DUAL_ALPHA4_SGIS 0x8110 +#define GL_DUAL_ALPHA8_SGIS 0x8111 +#define GL_DUAL_ALPHA12_SGIS 0x8112 +#define GL_DUAL_ALPHA16_SGIS 0x8113 +#define GL_DUAL_LUMINANCE4_SGIS 0x8114 +#define GL_DUAL_LUMINANCE8_SGIS 0x8115 +#define GL_DUAL_LUMINANCE12_SGIS 0x8116 +#define GL_DUAL_LUMINANCE16_SGIS 0x8117 +#define GL_DUAL_INTENSITY4_SGIS 0x8118 +#define GL_DUAL_INTENSITY8_SGIS 0x8119 +#define GL_DUAL_INTENSITY12_SGIS 0x811A +#define GL_DUAL_INTENSITY16_SGIS 0x811B +#define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C +#define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D +#define GL_QUAD_ALPHA4_SGIS 0x811E +#define GL_QUAD_ALPHA8_SGIS 0x811F +#define GL_QUAD_LUMINANCE4_SGIS 0x8120 +#define GL_QUAD_LUMINANCE8_SGIS 0x8121 +#define GL_QUAD_INTENSITY4_SGIS 0x8122 +#define GL_QUAD_INTENSITY8_SGIS 0x8123 +#define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124 +#define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125 +#endif /* GL_SGIS_texture_select */ + +#ifndef GL_SGIX_async +#define GL_SGIX_async 1 +#define GL_ASYNC_MARKER_SGIX 0x8329 +typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC) (GLuint marker); +typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC) (GLuint *markerp); +typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC) (GLuint *markerp); +typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); +typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); +typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glAsyncMarkerSGIX (GLuint marker); +GLAPI GLint APIENTRY glFinishAsyncSGIX (GLuint *markerp); +GLAPI GLint APIENTRY glPollAsyncSGIX (GLuint *markerp); +GLAPI GLuint APIENTRY glGenAsyncMarkersSGIX (GLsizei range); +GLAPI void APIENTRY glDeleteAsyncMarkersSGIX (GLuint marker, GLsizei range); +GLAPI GLboolean APIENTRY glIsAsyncMarkerSGIX (GLuint marker); +#endif +#endif /* GL_SGIX_async */ + +#ifndef GL_SGIX_async_histogram +#define GL_SGIX_async_histogram 1 +#define GL_ASYNC_HISTOGRAM_SGIX 0x832C +#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D +#endif /* GL_SGIX_async_histogram */ + +#ifndef GL_SGIX_async_pixel +#define GL_SGIX_async_pixel 1 +#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C +#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D +#define GL_ASYNC_READ_PIXELS_SGIX 0x835E +#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F +#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 +#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 +#endif /* GL_SGIX_async_pixel */ + +#ifndef GL_SGIX_blend_alpha_minmax +#define GL_SGIX_blend_alpha_minmax 1 +#define GL_ALPHA_MIN_SGIX 0x8320 +#define GL_ALPHA_MAX_SGIX 0x8321 +#endif /* GL_SGIX_blend_alpha_minmax */ + +#ifndef GL_SGIX_calligraphic_fragment +#define GL_SGIX_calligraphic_fragment 1 +#define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183 +#endif /* GL_SGIX_calligraphic_fragment */ + +#ifndef GL_SGIX_clipmap +#define GL_SGIX_clipmap 1 +#define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170 +#define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171 +#define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172 +#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173 +#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174 +#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175 +#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176 +#define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177 +#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178 +#define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D +#define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E +#define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F +#endif /* GL_SGIX_clipmap */ + +#ifndef GL_SGIX_convolution_accuracy +#define GL_SGIX_convolution_accuracy 1 +#define GL_CONVOLUTION_HINT_SGIX 0x8316 +#endif /* GL_SGIX_convolution_accuracy */ + +#ifndef GL_SGIX_depth_pass_instrument +#define GL_SGIX_depth_pass_instrument 1 +#endif /* GL_SGIX_depth_pass_instrument */ + +#ifndef GL_SGIX_depth_texture +#define GL_SGIX_depth_texture 1 +#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 +#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 +#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 +#endif /* GL_SGIX_depth_texture */ + +#ifndef GL_SGIX_flush_raster +#define GL_SGIX_flush_raster 1 +typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFlushRasterSGIX (void); +#endif +#endif /* GL_SGIX_flush_raster */ + +#ifndef GL_SGIX_fog_offset +#define GL_SGIX_fog_offset 1 +#define GL_FOG_OFFSET_SGIX 0x8198 +#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 +#endif /* GL_SGIX_fog_offset */ + +#ifndef GL_SGIX_fragment_lighting +#define GL_SGIX_fragment_lighting 1 +#define GL_FRAGMENT_LIGHTING_SGIX 0x8400 +#define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401 +#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402 +#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403 +#define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404 +#define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405 +#define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406 +#define GL_LIGHT_ENV_MODE_SGIX 0x8407 +#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408 +#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409 +#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A +#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B +#define GL_FRAGMENT_LIGHT0_SGIX 0x840C +#define GL_FRAGMENT_LIGHT1_SGIX 0x840D +#define GL_FRAGMENT_LIGHT2_SGIX 0x840E +#define GL_FRAGMENT_LIGHT3_SGIX 0x840F +#define GL_FRAGMENT_LIGHT4_SGIX 0x8410 +#define GL_FRAGMENT_LIGHT5_SGIX 0x8411 +#define GL_FRAGMENT_LIGHT6_SGIX 0x8412 +#define GL_FRAGMENT_LIGHT7_SGIX 0x8413 +typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFragmentColorMaterialSGIX (GLenum face, GLenum mode); +GLAPI void APIENTRY glFragmentLightfSGIX (GLenum light, GLenum pname, GLfloat param); +GLAPI void APIENTRY glFragmentLightfvSGIX (GLenum light, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glFragmentLightiSGIX (GLenum light, GLenum pname, GLint param); +GLAPI void APIENTRY glFragmentLightivSGIX (GLenum light, GLenum pname, const GLint *params); +GLAPI void APIENTRY glFragmentLightModelfSGIX (GLenum pname, GLfloat param); +GLAPI void APIENTRY glFragmentLightModelfvSGIX (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glFragmentLightModeliSGIX (GLenum pname, GLint param); +GLAPI void APIENTRY glFragmentLightModelivSGIX (GLenum pname, const GLint *params); +GLAPI void APIENTRY glFragmentMaterialfSGIX (GLenum face, GLenum pname, GLfloat param); +GLAPI void APIENTRY glFragmentMaterialfvSGIX (GLenum face, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glFragmentMaterialiSGIX (GLenum face, GLenum pname, GLint param); +GLAPI void APIENTRY glFragmentMaterialivSGIX (GLenum face, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetFragmentLightfvSGIX (GLenum light, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetFragmentLightivSGIX (GLenum light, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetFragmentMaterialfvSGIX (GLenum face, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetFragmentMaterialivSGIX (GLenum face, GLenum pname, GLint *params); +GLAPI void APIENTRY glLightEnviSGIX (GLenum pname, GLint param); +#endif +#endif /* GL_SGIX_fragment_lighting */ + +#ifndef GL_SGIX_framezoom +#define GL_SGIX_framezoom 1 +#define GL_FRAMEZOOM_SGIX 0x818B +#define GL_FRAMEZOOM_FACTOR_SGIX 0x818C +#define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D +typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC) (GLint factor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFrameZoomSGIX (GLint factor); +#endif +#endif /* GL_SGIX_framezoom */ + +#ifndef GL_SGIX_igloo_interface +#define GL_SGIX_igloo_interface 1 +typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, const void *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glIglooInterfaceSGIX (GLenum pname, const void *params); +#endif +#endif /* GL_SGIX_igloo_interface */ + +#ifndef GL_SGIX_instruments +#define GL_SGIX_instruments 1 +#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180 +#define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181 +typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC) (void); +typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC) (GLsizei size, GLint *buffer); +typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC) (GLint *marker_p); +typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC) (GLint marker); +typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC) (void); +typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC) (GLint marker); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLint APIENTRY glGetInstrumentsSGIX (void); +GLAPI void APIENTRY glInstrumentsBufferSGIX (GLsizei size, GLint *buffer); +GLAPI GLint APIENTRY glPollInstrumentsSGIX (GLint *marker_p); +GLAPI void APIENTRY glReadInstrumentsSGIX (GLint marker); +GLAPI void APIENTRY glStartInstrumentsSGIX (void); +GLAPI void APIENTRY glStopInstrumentsSGIX (GLint marker); +#endif +#endif /* GL_SGIX_instruments */ + +#ifndef GL_SGIX_interlace +#define GL_SGIX_interlace 1 +#define GL_INTERLACE_SGIX 0x8094 +#endif /* GL_SGIX_interlace */ + +#ifndef GL_SGIX_ir_instrument1 +#define GL_SGIX_ir_instrument1 1 +#define GL_IR_INSTRUMENT1_SGIX 0x817F +#endif /* GL_SGIX_ir_instrument1 */ + +#ifndef GL_SGIX_list_priority +#define GL_SGIX_list_priority 1 +#define GL_LIST_PRIORITY_SGIX 0x8182 +typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC) (GLuint list, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC) (GLuint list, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, const GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetListParameterfvSGIX (GLuint list, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetListParameterivSGIX (GLuint list, GLenum pname, GLint *params); +GLAPI void APIENTRY glListParameterfSGIX (GLuint list, GLenum pname, GLfloat param); +GLAPI void APIENTRY glListParameterfvSGIX (GLuint list, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glListParameteriSGIX (GLuint list, GLenum pname, GLint param); +GLAPI void APIENTRY glListParameterivSGIX (GLuint list, GLenum pname, const GLint *params); +#endif +#endif /* GL_SGIX_list_priority */ + +#ifndef GL_SGIX_pixel_texture +#define GL_SGIX_pixel_texture 1 +#define GL_PIXEL_TEX_GEN_SGIX 0x8139 +#define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B +typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelTexGenSGIX (GLenum mode); +#endif +#endif /* GL_SGIX_pixel_texture */ + +#ifndef GL_SGIX_pixel_tiles +#define GL_SGIX_pixel_tiles 1 +#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E +#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F +#define GL_PIXEL_TILE_WIDTH_SGIX 0x8140 +#define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141 +#define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142 +#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143 +#define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144 +#define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145 +#endif /* GL_SGIX_pixel_tiles */ + +#ifndef GL_SGIX_polynomial_ffd +#define GL_SGIX_polynomial_ffd 1 +#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001 +#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002 +#define GL_GEOMETRY_DEFORMATION_SGIX 0x8194 +#define GL_TEXTURE_DEFORMATION_SGIX 0x8195 +#define GL_DEFORMATIONS_MASK_SGIX 0x8196 +#define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197 +typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); +typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); +typedef void (APIENTRYP PFNGLDEFORMSGIXPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDeformationMap3dSGIX (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); +GLAPI void APIENTRY glDeformationMap3fSGIX (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); +GLAPI void APIENTRY glDeformSGIX (GLbitfield mask); +GLAPI void APIENTRY glLoadIdentityDeformationMapSGIX (GLbitfield mask); +#endif +#endif /* GL_SGIX_polynomial_ffd */ + +#ifndef GL_SGIX_reference_plane +#define GL_SGIX_reference_plane 1 +#define GL_REFERENCE_PLANE_SGIX 0x817D +#define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E +typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC) (const GLdouble *equation); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glReferencePlaneSGIX (const GLdouble *equation); +#endif +#endif /* GL_SGIX_reference_plane */ + +#ifndef GL_SGIX_resample +#define GL_SGIX_resample 1 +#define GL_PACK_RESAMPLE_SGIX 0x842E +#define GL_UNPACK_RESAMPLE_SGIX 0x842F +#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 +#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 +#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 +#endif /* GL_SGIX_resample */ + +#ifndef GL_SGIX_scalebias_hint +#define GL_SGIX_scalebias_hint 1 +#define GL_SCALEBIAS_HINT_SGIX 0x8322 +#endif /* GL_SGIX_scalebias_hint */ + +#ifndef GL_SGIX_shadow +#define GL_SGIX_shadow 1 +#define GL_TEXTURE_COMPARE_SGIX 0x819A +#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B +#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C +#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D +#endif /* GL_SGIX_shadow */ + +#ifndef GL_SGIX_shadow_ambient +#define GL_SGIX_shadow_ambient 1 +#define GL_SHADOW_AMBIENT_SGIX 0x80BF +#endif /* GL_SGIX_shadow_ambient */ + +#ifndef GL_SGIX_sprite +#define GL_SGIX_sprite 1 +#define GL_SPRITE_SGIX 0x8148 +#define GL_SPRITE_MODE_SGIX 0x8149 +#define GL_SPRITE_AXIS_SGIX 0x814A +#define GL_SPRITE_TRANSLATION_SGIX 0x814B +#define GL_SPRITE_AXIAL_SGIX 0x814C +#define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D +#define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E +typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, const GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSpriteParameterfSGIX (GLenum pname, GLfloat param); +GLAPI void APIENTRY glSpriteParameterfvSGIX (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glSpriteParameteriSGIX (GLenum pname, GLint param); +GLAPI void APIENTRY glSpriteParameterivSGIX (GLenum pname, const GLint *params); +#endif +#endif /* GL_SGIX_sprite */ + +#ifndef GL_SGIX_subsample +#define GL_SGIX_subsample 1 +#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 +#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 +#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 +#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 +#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 +#endif /* GL_SGIX_subsample */ + +#ifndef GL_SGIX_tag_sample_buffer +#define GL_SGIX_tag_sample_buffer 1 +typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTagSampleBufferSGIX (void); +#endif +#endif /* GL_SGIX_tag_sample_buffer */ + +#ifndef GL_SGIX_texture_add_env +#define GL_SGIX_texture_add_env 1 +#define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE +#endif /* GL_SGIX_texture_add_env */ + +#ifndef GL_SGIX_texture_coordinate_clamp +#define GL_SGIX_texture_coordinate_clamp 1 +#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 +#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A +#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B +#endif /* GL_SGIX_texture_coordinate_clamp */ + +#ifndef GL_SGIX_texture_lod_bias +#define GL_SGIX_texture_lod_bias 1 +#define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E +#define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F +#define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190 +#endif /* GL_SGIX_texture_lod_bias */ + +#ifndef GL_SGIX_texture_multi_buffer +#define GL_SGIX_texture_multi_buffer 1 +#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E +#endif /* GL_SGIX_texture_multi_buffer */ + +#ifndef GL_SGIX_texture_scale_bias +#define GL_SGIX_texture_scale_bias 1 +#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 +#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A +#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B +#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C +#endif /* GL_SGIX_texture_scale_bias */ + +#ifndef GL_SGIX_vertex_preclip +#define GL_SGIX_vertex_preclip 1 +#define GL_VERTEX_PRECLIP_SGIX 0x83EE +#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF +#endif /* GL_SGIX_vertex_preclip */ + +#ifndef GL_SGIX_ycrcb +#define GL_SGIX_ycrcb 1 +#define GL_YCRCB_422_SGIX 0x81BB +#define GL_YCRCB_444_SGIX 0x81BC +#endif /* GL_SGIX_ycrcb */ + +#ifndef GL_SGIX_ycrcb_subsample +#define GL_SGIX_ycrcb_subsample 1 +#endif /* GL_SGIX_ycrcb_subsample */ + +#ifndef GL_SGIX_ycrcba +#define GL_SGIX_ycrcba 1 +#define GL_YCRCB_SGIX 0x8318 +#define GL_YCRCBA_SGIX 0x8319 +#endif /* GL_SGIX_ycrcba */ + +#ifndef GL_SGI_color_matrix +#define GL_SGI_color_matrix 1 +#define GL_COLOR_MATRIX_SGI 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB +#endif /* GL_SGI_color_matrix */ + +#ifndef GL_SGI_color_table +#define GL_SGI_color_table 1 +#define GL_COLOR_TABLE_SGI 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 +#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 +#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 +#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 +#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 +#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF +typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorTableSGI (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI void APIENTRY glColorTableParameterfvSGI (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glColorTableParameterivSGI (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyColorTableSGI (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glGetColorTableSGI (GLenum target, GLenum format, GLenum type, void *table); +GLAPI void APIENTRY glGetColorTableParameterfvSGI (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetColorTableParameterivSGI (GLenum target, GLenum pname, GLint *params); +#endif +#endif /* GL_SGI_color_table */ + +#ifndef GL_SGI_texture_color_table +#define GL_SGI_texture_color_table 1 +#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC +#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD +#endif /* GL_SGI_texture_color_table */ + +#ifndef GL_SUNX_constant_data +#define GL_SUNX_constant_data 1 +#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 +#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 +typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFinishTextureSUNX (void); +#endif +#endif /* GL_SUNX_constant_data */ + +#ifndef GL_SUN_convolution_border_modes +#define GL_SUN_convolution_border_modes 1 +#define GL_WRAP_BORDER_SUN 0x81D4 +#endif /* GL_SUN_convolution_border_modes */ + +#ifndef GL_SUN_global_alpha +#define GL_SUN_global_alpha 1 +#define GL_GLOBAL_ALPHA_SUN 0x81D9 +#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGlobalAlphaFactorbSUN (GLbyte factor); +GLAPI void APIENTRY glGlobalAlphaFactorsSUN (GLshort factor); +GLAPI void APIENTRY glGlobalAlphaFactoriSUN (GLint factor); +GLAPI void APIENTRY glGlobalAlphaFactorfSUN (GLfloat factor); +GLAPI void APIENTRY glGlobalAlphaFactordSUN (GLdouble factor); +GLAPI void APIENTRY glGlobalAlphaFactorubSUN (GLubyte factor); +GLAPI void APIENTRY glGlobalAlphaFactorusSUN (GLushort factor); +GLAPI void APIENTRY glGlobalAlphaFactoruiSUN (GLuint factor); +#endif +#endif /* GL_SUN_global_alpha */ + +#ifndef GL_SUN_mesh_array +#define GL_SUN_mesh_array 1 +#define GL_QUAD_MESH_SUN 0x8614 +#define GL_TRIANGLE_MESH_SUN 0x8615 +typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC) (GLenum mode, GLint first, GLsizei count, GLsizei width); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawMeshArraysSUN (GLenum mode, GLint first, GLsizei count, GLsizei width); +#endif +#endif /* GL_SUN_mesh_array */ + +#ifndef GL_SUN_slice_accum +#define GL_SUN_slice_accum 1 +#define GL_SLICE_ACCUM_SUN 0x85CC +#endif /* GL_SUN_slice_accum */ + +#ifndef GL_SUN_triangle_list +#define GL_SUN_triangle_list 1 +#define GL_RESTART_SUN 0x0001 +#define GL_REPLACE_MIDDLE_SUN 0x0002 +#define GL_REPLACE_OLDEST_SUN 0x0003 +#define GL_TRIANGLE_LIST_SUN 0x81D7 +#define GL_REPLACEMENT_CODE_SUN 0x81D8 +#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 +#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 +#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 +#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 +#define GL_R1UI_V3F_SUN 0x85C4 +#define GL_R1UI_C4UB_V3F_SUN 0x85C5 +#define GL_R1UI_C3F_V3F_SUN 0x85C6 +#define GL_R1UI_N3F_V3F_SUN 0x85C7 +#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 +#define GL_R1UI_T2F_V3F_SUN 0x85C9 +#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA +#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint *code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort *code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte *code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void **pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glReplacementCodeuiSUN (GLuint code); +GLAPI void APIENTRY glReplacementCodeusSUN (GLushort code); +GLAPI void APIENTRY glReplacementCodeubSUN (GLubyte code); +GLAPI void APIENTRY glReplacementCodeuivSUN (const GLuint *code); +GLAPI void APIENTRY glReplacementCodeusvSUN (const GLushort *code); +GLAPI void APIENTRY glReplacementCodeubvSUN (const GLubyte *code); +GLAPI void APIENTRY glReplacementCodePointerSUN (GLenum type, GLsizei stride, const void **pointer); +#endif +#endif /* GL_SUN_triangle_list */ + +#ifndef GL_SUN_vertex +#define GL_SUN_vertex 1 +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat *tc, const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint *rc, const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColor4ubVertex2fSUN (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +GLAPI void APIENTRY glColor4ubVertex2fvSUN (const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glColor4ubVertex3fSUN (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glColor4ubVertex3fvSUN (const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glColor3fVertex3fSUN (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glColor3fVertex3fvSUN (const GLfloat *c, const GLfloat *v); +GLAPI void APIENTRY glNormal3fVertex3fSUN (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glNormal3fVertex3fvSUN (const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glColor4fNormal3fVertex3fSUN (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glColor4fNormal3fVertex3fvSUN (const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fVertex3fSUN (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fVertex3fvSUN (const GLfloat *tc, const GLfloat *v); +GLAPI void APIENTRY glTexCoord4fVertex4fSUN (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glTexCoord4fVertex4fvSUN (const GLfloat *tc, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fSUN (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fvSUN (const GLfloat *tc, const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fColor3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fColor3fVertex3fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fvSUN (const GLfloat *tc, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fSUN (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiVertex3fSUN (GLuint rc, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiVertex3fvSUN (const GLuint *rc, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fSUN (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fvSUN (const GLuint *rc, const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fSUN (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fvSUN (const GLuint *rc, const GLfloat *c, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fSUN (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fSUN (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +#endif +#endif /* GL_SUN_vertex */ + +#ifndef GL_WIN_phong_shading +#define GL_WIN_phong_shading 1 +#define GL_PHONG_WIN 0x80EA +#define GL_PHONG_HINT_WIN 0x80EB +#endif /* GL_WIN_phong_shading */ + +#ifndef GL_WIN_specular_fog +#define GL_WIN_specular_fog 1 +#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC +#endif /* GL_WIN_specular_fog */ + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles.h new file mode 100644 index 0000000..4fb9a4b --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles.h @@ -0,0 +1,38 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the OpenGL ES 1.X API headers. + */ + +#include + +#ifdef SDL_PLATFORM_IOS +#include +#include +#else +#include +#include +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2.h new file mode 100644 index 0000000..365898a --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2.h @@ -0,0 +1,51 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the OpenGL ES 2.0 API headers. + */ + +#include + +#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#ifdef SDL_PLATFORM_IOS +#include +#include +#else +#include +#include +#include +#endif + +#else /* _MSC_VER */ + +/* OpenGL ES2 headers for Visual Studio */ +#include +#include +#include +#include + +#endif /* _MSC_VER */ + +#ifndef APIENTRY +#define APIENTRY GL_APIENTRY +#endif diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2.h new file mode 100644 index 0000000..d13622a --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2.h @@ -0,0 +1,656 @@ +#ifndef __gles2_gl2_h_ +#define __gles2_gl2_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ + +/*#include */ + +#ifndef GL_APIENTRYP +#define GL_APIENTRYP GL_APIENTRY* +#endif + +#ifndef GL_GLES_PROTOTYPES +#define GL_GLES_PROTOTYPES 1 +#endif + +/* Generated on date 20220530 */ + +/* Generated C header for: + * API: gles2 + * Profile: common + * Versions considered: 2\.[0-9] + * Versions emitted: .* + * Default extensions included: None + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef GL_ES_VERSION_2_0 +#define GL_ES_VERSION_2_0 1 +/*#include */ +typedef khronos_int8_t GLbyte; +typedef khronos_float_t GLclampf; +typedef khronos_int32_t GLfixed; +typedef khronos_int16_t GLshort; +typedef khronos_uint16_t GLushort; +typedef void GLvoid; +typedef struct __GLsync *GLsync; +typedef khronos_int64_t GLint64; +typedef khronos_uint64_t GLuint64; +typedef unsigned int GLenum; +typedef unsigned int GLuint; +typedef char GLchar; +typedef khronos_float_t GLfloat; +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +typedef unsigned int GLbitfield; +typedef int GLint; +typedef unsigned char GLboolean; +typedef int GLsizei; +typedef khronos_uint8_t GLubyte; +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_FUNC_ADD 0x8006 +#define GL_BLEND_EQUATION 0x8009 +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BLEND_COLOR 0x8005 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +#define GL_STATIC_DRAW 0x88E4 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_CULL_FACE 0x0B44 +#define GL_BLEND 0x0BE2 +#define GL_DITHER 0x0BD0 +#define GL_STENCIL_TEST 0x0B90 +#define GL_DEPTH_TEST 0x0B71 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_LINE_WIDTH 0x0B21 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VIEWPORT 0x0BA2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_FIXED 0x140C +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_SHADER_TYPE 0x8B4F +#define GL_DELETE_STATUS 0x8B80 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_INVERT 0x150A +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXTURE 0x1702 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_REPEAT 0x2901 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_COMPILE_STATUS 0x8B81 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGB565 0x8D62 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_NONE 0 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (GL_APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (GL_APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (GL_APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); +typedef void (GL_APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); +typedef void (GL_APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (GL_APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GL_APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (GL_APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +typedef GLenum (GL_APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (GL_APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GL_APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); +typedef void (GL_APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s); +typedef void (GL_APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GL_APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef GLuint (GL_APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (GL_APIENTRYP PFNGLCULLFACEPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (GL_APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (GL_APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (GL_APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (GL_APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func); +typedef void (GL_APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); +typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (GL_APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (GL_APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (GL_APIENTRYP PFNGLFINISHPROC) (void); +typedef void (GL_APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GL_APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (GL_APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef void (GL_APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (GL_APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +typedef void (GL_APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +typedef GLint (GL_APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *data); +typedef void (GL_APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLenum (GL_APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (GL_APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *data); +typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (GL_APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (GL_APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +typedef void (GL_APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +typedef const GLubyte *(GL_APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); +typedef GLint (GL_APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef void (GL_APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode); +typedef GLboolean (GL_APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef GLboolean (GL_APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); +typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef GLboolean (GL_APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); +typedef GLboolean (GL_APIENTRYP PFNGLISSHADERPROC) (GLuint shader); +typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture); +typedef void (GL_APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width); +typedef void (GL_APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units); +typedef void (GL_APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef void (GL_APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); +typedef void (GL_APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (GL_APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (GL_APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass); +typedef void (GL_APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GL_APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (GL_APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (GL_APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (GL_APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (GL_APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GL_APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GL_APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GL_APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GL_APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +typedef void (GL_APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#if GL_GLES_PROTOTYPES +GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); +GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); +GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); +GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); +GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); +GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); +GL_APICALL void GL_APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GL_APICALL void GL_APIENTRY glBlendEquation (GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); +GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); +GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); +GL_APICALL void GL_APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GL_APICALL void GL_APIENTRY glClearDepthf (GLfloat d); +GL_APICALL void GL_APIENTRY glClearStencil (GLint s); +GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); +GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); +GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); +GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); +GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); +GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); +GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); +GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); +GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); +GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); +GL_APICALL void GL_APIENTRY glDepthRangef (GLfloat n, GLfloat f); +GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); +GL_APICALL void GL_APIENTRY glDisable (GLenum cap); +GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); +GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); +GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GL_APICALL void GL_APIENTRY glEnable (GLenum cap); +GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); +GL_APICALL void GL_APIENTRY glFinish (void); +GL_APICALL void GL_APIENTRY glFlush (void); +GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); +GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); +GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); +GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); +GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint *textures); +GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean *data); +GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); +GL_APICALL GLenum GL_APIENTRY glGetError (void); +GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat *data); +GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GL_APICALL const GLubyte *GL_APIENTRY glGetString (GLenum name); +GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); +GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); +GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); +GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); +GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); +GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); +GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); +GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); +GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); +GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width); +GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); +GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); +GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); +GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); +GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); +GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); +GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat v0); +GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint v0); +GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); +GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); +GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); +GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); +GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); +GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); +GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); +GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_ES_VERSION_2_0 */ + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2ext.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2ext.h new file mode 100644 index 0000000..9448ce0 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2ext.h @@ -0,0 +1,4033 @@ +#ifndef __gles2_gl2ext_h_ +#define __gles2_gl2ext_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ + +#ifndef GL_APIENTRYP +#define GL_APIENTRYP GL_APIENTRY* +#endif + +/* Generated on date 20220530 */ + +/* Generated C header for: + * API: gles2 + * Profile: common + * Versions considered: 2\.[0-9] + * Versions emitted: _nomatch_^ + * Default extensions included: gles2 + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_LUMINOSITY_KHR 0x92B0 +typedef void (GL_APIENTRYP PFNGLBLENDBARRIERKHRPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlendBarrierKHR (void); +#endif +#endif /* GL_KHR_blend_equation_advanced */ + +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#endif /* GL_KHR_blend_equation_advanced_coherent */ + +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 +#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x82FC +#endif /* GL_KHR_context_flush_control */ + +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +typedef void (GL_APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#define GL_SAMPLER 0x82E6 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245 +#define GL_DEBUG_SOURCE_API_KHR 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A +#define GL_DEBUG_SOURCE_OTHER_KHR 0x824B +#define GL_DEBUG_TYPE_ERROR_KHR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250 +#define GL_DEBUG_TYPE_OTHER_KHR 0x8251 +#define GL_DEBUG_TYPE_MARKER_KHR 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D +#define GL_BUFFER_KHR 0x82E0 +#define GL_SHADER_KHR 0x82E1 +#define GL_PROGRAM_KHR 0x82E2 +#define GL_VERTEX_ARRAY_KHR 0x8074 +#define GL_QUERY_KHR 0x82E3 +#define GL_PROGRAM_PIPELINE_KHR 0x82E4 +#define GL_SAMPLER_KHR 0x82E6 +#define GL_MAX_LABEL_LENGTH_KHR 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147 +#define GL_DEBUG_SEVERITY_LOW_KHR 0x9148 +#define GL_DEBUG_OUTPUT_KHR 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002 +#define GL_STACK_OVERFLOW_KHR 0x0503 +#define GL_STACK_UNDERFLOW_KHR 0x0504 +typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGECONTROLKHRPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGEINSERTKHRPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGECALLBACKKHRPROC) (GLDEBUGPROCKHR callback, const void *userParam); +typedef GLuint (GL_APIENTRYP PFNGLGETDEBUGMESSAGELOGKHRPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +typedef void (GL_APIENTRYP PFNGLPUSHDEBUGGROUPKHRPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); +typedef void (GL_APIENTRYP PFNGLPOPDEBUGGROUPKHRPROC) (void); +typedef void (GL_APIENTRYP PFNGLOBJECTLABELKHRPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELKHRPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (GL_APIENTRYP PFNGLOBJECTPTRLABELKHRPROC) (const void *ptr, GLsizei length, const GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETOBJECTPTRLABELKHRPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETPOINTERVKHRPROC) (GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDebugMessageControlKHR (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GL_APICALL void GL_APIENTRY glDebugMessageInsertKHR (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GL_APICALL void GL_APIENTRY glDebugMessageCallbackKHR (GLDEBUGPROCKHR callback, const void *userParam); +GL_APICALL GLuint GL_APIENTRY glGetDebugMessageLogKHR (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GL_APICALL void GL_APIENTRY glPushDebugGroupKHR (GLenum source, GLuint id, GLsizei length, const GLchar *message); +GL_APICALL void GL_APIENTRY glPopDebugGroupKHR (void); +GL_APICALL void GL_APIENTRY glObjectLabelKHR (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GL_APICALL void GL_APIENTRY glGetObjectLabelKHR (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GL_APICALL void GL_APIENTRY glObjectPtrLabelKHR (const void *ptr, GLsizei length, const GLchar *label); +GL_APICALL void GL_APIENTRY glGetObjectPtrLabelKHR (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GL_APICALL void GL_APIENTRY glGetPointervKHR (GLenum pname, void **params); +#endif +#endif /* GL_KHR_debug */ + +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 +#endif /* GL_KHR_no_error */ + +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_COMPLETION_STATUS_KHR 0x91B1 +typedef void (GL_APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMaxShaderCompilerThreadsKHR (GLuint count); +#endif +#endif /* GL_KHR_parallel_shader_compile */ + +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 +#endif /* GL_KHR_robust_buffer_access_behavior */ + +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 +#define GL_CONTEXT_ROBUST_ACCESS_KHR 0x90F3 +#define GL_LOSE_CONTEXT_ON_RESET_KHR 0x8252 +#define GL_GUILTY_CONTEXT_RESET_KHR 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_KHR 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_KHR 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_KHR 0x8256 +#define GL_NO_RESET_NOTIFICATION_KHR 0x8261 +#define GL_CONTEXT_LOST_KHR 0x0507 +typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC) (void); +typedef void (GL_APIENTRYP PFNGLREADNPIXELSKHRPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMUIVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusKHR (void); +GL_APICALL void GL_APIENTRY glReadnPixelsKHR (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GL_APICALL void GL_APIENTRY glGetnUniformfvKHR (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetnUniformivKHR (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GL_APICALL void GL_APIENTRY glGetnUniformuivKHR (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +#endif +#endif /* GL_KHR_robustness */ + +#ifndef GL_KHR_shader_subgroup +#define GL_KHR_shader_subgroup 1 +#define GL_SUBGROUP_SIZE_KHR 0x9532 +#define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 +#define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 +#define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 +#define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 +#define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 +#define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 +#define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 +#define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 +#define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 +#define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 +#define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 +#endif /* GL_KHR_shader_subgroup */ + +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#endif /* GL_KHR_texture_compression_astc_hdr */ + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +#endif /* GL_KHR_texture_compression_astc_ldr */ + +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 +#endif /* GL_KHR_texture_compression_astc_sliced_3d */ + +#ifndef GL_OES_EGL_image +#define GL_OES_EGL_image 1 +typedef void *GLeglImageOES; +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image); +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image); +GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES (GLenum target, GLeglImageOES image); +#endif +#endif /* GL_OES_EGL_image */ + +#ifndef GL_OES_EGL_image_external +#define GL_OES_EGL_image_external 1 +#define GL_TEXTURE_EXTERNAL_OES 0x8D65 +#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 +#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 +#define GL_SAMPLER_EXTERNAL_OES 0x8D66 +#endif /* GL_OES_EGL_image_external */ + +#ifndef GL_OES_EGL_image_external_essl3 +#define GL_OES_EGL_image_external_essl3 1 +#endif /* GL_OES_EGL_image_external_essl3 */ + +#ifndef GL_OES_compressed_ETC1_RGB8_sub_texture +#define GL_OES_compressed_ETC1_RGB8_sub_texture 1 +#endif /* GL_OES_compressed_ETC1_RGB8_sub_texture */ + +#ifndef GL_OES_compressed_ETC1_RGB8_texture +#define GL_OES_compressed_ETC1_RGB8_texture 1 +#define GL_ETC1_RGB8_OES 0x8D64 +#endif /* GL_OES_compressed_ETC1_RGB8_texture */ + +#ifndef GL_OES_compressed_paletted_texture +#define GL_OES_compressed_paletted_texture 1 +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 +#endif /* GL_OES_compressed_paletted_texture */ + +#ifndef GL_OES_copy_image +#define GL_OES_copy_image 1 +typedef void (GL_APIENTRYP PFNGLCOPYIMAGESUBDATAOESPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyImageSubDataOES (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#endif +#endif /* GL_OES_copy_image */ + +#ifndef GL_OES_depth24 +#define GL_OES_depth24 1 +#define GL_DEPTH_COMPONENT24_OES 0x81A6 +#endif /* GL_OES_depth24 */ + +#ifndef GL_OES_depth32 +#define GL_OES_depth32 1 +#define GL_DEPTH_COMPONENT32_OES 0x81A7 +#endif /* GL_OES_depth32 */ + +#ifndef GL_OES_depth_texture +#define GL_OES_depth_texture 1 +#endif /* GL_OES_depth_texture */ + +#ifndef GL_OES_draw_buffers_indexed +#define GL_OES_draw_buffers_indexed 1 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +typedef void (GL_APIENTRYP PFNGLENABLEIOESPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLDISABLEIOESPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONIOESPROC) (GLuint buf, GLenum mode); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEIOESPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCIOESPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEIOESPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GL_APIENTRYP PFNGLCOLORMASKIOESPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDIOESPROC) (GLenum target, GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEnableiOES (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glDisableiOES (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glBlendEquationiOES (GLuint buf, GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparateiOES (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunciOES (GLuint buf, GLenum src, GLenum dst); +GL_APICALL void GL_APIENTRY glBlendFuncSeparateiOES (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GL_APICALL void GL_APIENTRY glColorMaskiOES (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GL_APICALL GLboolean GL_APIENTRY glIsEnablediOES (GLenum target, GLuint index); +#endif +#endif /* GL_OES_draw_buffers_indexed */ + +#ifndef GL_OES_draw_elements_base_vertex +#define GL_OES_draw_elements_base_vertex 1 +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXOESPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXOESPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXOESPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawElementsBaseVertexOES (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawRangeElementsBaseVertexOES (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexOES (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GL_APICALL void GL_APIENTRY glMultiDrawElementsBaseVertexEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +#endif +#endif /* GL_OES_draw_elements_base_vertex */ + +#ifndef GL_OES_element_index_uint +#define GL_OES_element_index_uint 1 +#endif /* GL_OES_element_index_uint */ + +#ifndef GL_OES_fbo_render_mipmap +#define GL_OES_fbo_render_mipmap 1 +#endif /* GL_OES_fbo_render_mipmap */ + +#ifndef GL_OES_fragment_precision_high +#define GL_OES_fragment_precision_high 1 +#endif /* GL_OES_fragment_precision_high */ + +#ifndef GL_OES_geometry_point_size +#define GL_OES_geometry_point_size 1 +#endif /* GL_OES_geometry_point_size */ + +#ifndef GL_OES_geometry_shader +#define GL_OES_geometry_shader 1 +#define GL_GEOMETRY_SHADER_OES 0x8DD9 +#define GL_GEOMETRY_SHADER_BIT_OES 0x00000004 +#define GL_GEOMETRY_LINKED_VERTICES_OUT_OES 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_OES 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES 0x8918 +#define GL_GEOMETRY_SHADER_INVOCATIONS_OES 0x887F +#define GL_LAYER_PROVOKING_VERTEX_OES 0x825E +#define GL_LINES_ADJACENCY_OES 0x000A +#define GL_LINE_STRIP_ADJACENCY_OES 0x000B +#define GL_TRIANGLES_ADJACENCY_OES 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_OES 0x000D +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8DDF +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8A32 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES 0x9124 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES 0x8DE1 +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES 0x8E5A +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES 0x8C29 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES 0x92D5 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES 0x90D7 +#define GL_FIRST_VERTEX_CONVENTION_OES 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_OES 0x8E4E +#define GL_UNDEFINED_VERTEX_OES 0x8260 +#define GL_PRIMITIVES_GENERATED_OES 0x8C87 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_OES 0x9317 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES 0x8DA8 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES 0x8DA7 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_OES 0x9309 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREOESPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureOES (GLenum target, GLenum attachment, GLuint texture, GLint level); +#endif +#endif /* GL_OES_geometry_shader */ + +#ifndef GL_OES_get_program_binary +#define GL_OES_get_program_binary 1 +#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE +#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF +typedef void (GL_APIENTRYP PFNGLGETPROGRAMBINARYOESPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +typedef void (GL_APIENTRYP PFNGLPROGRAMBINARYOESPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLint length); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetProgramBinaryOES (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GL_APICALL void GL_APIENTRY glProgramBinaryOES (GLuint program, GLenum binaryFormat, const void *binary, GLint length); +#endif +#endif /* GL_OES_get_program_binary */ + +#ifndef GL_OES_gpu_shader5 +#define GL_OES_gpu_shader5 1 +#endif /* GL_OES_gpu_shader5 */ + +#ifndef GL_OES_mapbuffer +#define GL_OES_mapbuffer 1 +#define GL_WRITE_ONLY_OES 0x88B9 +#define GL_BUFFER_ACCESS_OES 0x88BB +#define GL_BUFFER_MAPPED_OES 0x88BC +#define GL_BUFFER_MAP_POINTER_OES 0x88BD +typedef void *(GL_APIENTRYP PFNGLMAPBUFFEROESPROC) (GLenum target, GLenum access); +typedef GLboolean (GL_APIENTRYP PFNGLUNMAPBUFFEROESPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLGETBUFFERPOINTERVOESPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void *GL_APIENTRY glMapBufferOES (GLenum target, GLenum access); +GL_APICALL GLboolean GL_APIENTRY glUnmapBufferOES (GLenum target); +GL_APICALL void GL_APIENTRY glGetBufferPointervOES (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_OES_mapbuffer */ + +#ifndef GL_OES_packed_depth_stencil +#define GL_OES_packed_depth_stencil 1 +#define GL_DEPTH_STENCIL_OES 0x84F9 +#define GL_UNSIGNED_INT_24_8_OES 0x84FA +#define GL_DEPTH24_STENCIL8_OES 0x88F0 +#endif /* GL_OES_packed_depth_stencil */ + +#ifndef GL_OES_primitive_bounding_box +#define GL_OES_primitive_bounding_box 1 +#define GL_PRIMITIVE_BOUNDING_BOX_OES 0x92BE +typedef void (GL_APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXOESPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPrimitiveBoundingBoxOES (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#endif +#endif /* GL_OES_primitive_bounding_box */ + +#ifndef GL_OES_required_internalformat +#define GL_OES_required_internalformat 1 +#define GL_ALPHA8_OES 0x803C +#define GL_DEPTH_COMPONENT16_OES 0x81A5 +#define GL_LUMINANCE4_ALPHA4_OES 0x8043 +#define GL_LUMINANCE8_ALPHA8_OES 0x8045 +#define GL_LUMINANCE8_OES 0x8040 +#define GL_RGBA4_OES 0x8056 +#define GL_RGB5_A1_OES 0x8057 +#define GL_RGB565_OES 0x8D62 +#define GL_RGB8_OES 0x8051 +#define GL_RGBA8_OES 0x8058 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB10_A2_EXT 0x8059 +#endif /* GL_OES_required_internalformat */ + +#ifndef GL_OES_rgb8_rgba8 +#define GL_OES_rgb8_rgba8 1 +#endif /* GL_OES_rgb8_rgba8 */ + +#ifndef GL_OES_sample_shading +#define GL_OES_sample_shading 1 +#define GL_SAMPLE_SHADING_OES 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_OES 0x8C37 +typedef void (GL_APIENTRYP PFNGLMINSAMPLESHADINGOESPROC) (GLfloat value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMinSampleShadingOES (GLfloat value); +#endif +#endif /* GL_OES_sample_shading */ + +#ifndef GL_OES_sample_variables +#define GL_OES_sample_variables 1 +#endif /* GL_OES_sample_variables */ + +#ifndef GL_OES_shader_image_atomic +#define GL_OES_shader_image_atomic 1 +#endif /* GL_OES_shader_image_atomic */ + +#ifndef GL_OES_shader_io_blocks +#define GL_OES_shader_io_blocks 1 +#endif /* GL_OES_shader_io_blocks */ + +#ifndef GL_OES_shader_multisample_interpolation +#define GL_OES_shader_multisample_interpolation 1 +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES 0x8E5D +#endif /* GL_OES_shader_multisample_interpolation */ + +#ifndef GL_OES_standard_derivatives +#define GL_OES_standard_derivatives 1 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B +#endif /* GL_OES_standard_derivatives */ + +#ifndef GL_OES_stencil1 +#define GL_OES_stencil1 1 +#define GL_STENCIL_INDEX1_OES 0x8D46 +#endif /* GL_OES_stencil1 */ + +#ifndef GL_OES_stencil4 +#define GL_OES_stencil4 1 +#define GL_STENCIL_INDEX4_OES 0x8D47 +#endif /* GL_OES_stencil4 */ + +#ifndef GL_OES_surfaceless_context +#define GL_OES_surfaceless_context 1 +#define GL_FRAMEBUFFER_UNDEFINED_OES 0x8219 +#endif /* GL_OES_surfaceless_context */ + +#ifndef GL_OES_tessellation_point_size +#define GL_OES_tessellation_point_size 1 +#endif /* GL_OES_tessellation_point_size */ + +#ifndef GL_OES_tessellation_shader +#define GL_OES_tessellation_shader 1 +#define GL_PATCHES_OES 0x000E +#define GL_PATCH_VERTICES_OES 0x8E72 +#define GL_TESS_CONTROL_OUTPUT_VERTICES_OES 0x8E75 +#define GL_TESS_GEN_MODE_OES 0x8E76 +#define GL_TESS_GEN_SPACING_OES 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER_OES 0x8E78 +#define GL_TESS_GEN_POINT_MODE_OES 0x8E79 +#define GL_ISOLINES_OES 0x8E7A +#define GL_QUADS_OES 0x0007 +#define GL_FRACTIONAL_ODD_OES 0x8E7B +#define GL_FRACTIONAL_EVEN_OES 0x8E7C +#define GL_MAX_PATCH_VERTICES_OES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL_OES 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS_OES 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E1F +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES 0x92CE +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES 0x92D4 +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES 0x90CC +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES 0x90D9 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES 0x8221 +#define GL_IS_PER_PATCH_OES 0x92E7 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES 0x9308 +#define GL_TESS_CONTROL_SHADER_OES 0x8E88 +#define GL_TESS_EVALUATION_SHADER_OES 0x8E87 +#define GL_TESS_CONTROL_SHADER_BIT_OES 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT_OES 0x00000010 +typedef void (GL_APIENTRYP PFNGLPATCHPARAMETERIOESPROC) (GLenum pname, GLint value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPatchParameteriOES (GLenum pname, GLint value); +#endif +#endif /* GL_OES_tessellation_shader */ + +#ifndef GL_OES_texture_3D +#define GL_OES_texture_3D 1 +#define GL_TEXTURE_WRAP_R_OES 0x8072 +#define GL_TEXTURE_3D_OES 0x806F +#define GL_TEXTURE_BINDING_3D_OES 0x806A +#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073 +#define GL_SAMPLER_3D_OES 0x8B5F +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4 +typedef void (GL_APIENTRYP PFNGLTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DOESPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +#endif +#endif /* GL_OES_texture_3D */ + +#ifndef GL_OES_texture_border_clamp +#define GL_OES_texture_border_clamp 1 +#define GL_TEXTURE_BORDER_COLOR_OES 0x1004 +#define GL_CLAMP_TO_BORDER_OES 0x812D +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIIVOESPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIUIVOESPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIIVOESPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIUIVOESPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIIVOESPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIUIVOESPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIIVOESPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVOESPROC) (GLuint sampler, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexParameterIivOES (GLenum target, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glTexParameterIuivOES (GLenum target, GLenum pname, const GLuint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIivOES (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIuivOES (GLenum target, GLenum pname, GLuint *params); +GL_APICALL void GL_APIENTRY glSamplerParameterIivOES (GLuint sampler, GLenum pname, const GLint *param); +GL_APICALL void GL_APIENTRY glSamplerParameterIuivOES (GLuint sampler, GLenum pname, const GLuint *param); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIivOES (GLuint sampler, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIuivOES (GLuint sampler, GLenum pname, GLuint *params); +#endif +#endif /* GL_OES_texture_border_clamp */ + +#ifndef GL_OES_texture_buffer +#define GL_OES_texture_buffer 1 +#define GL_TEXTURE_BUFFER_OES 0x8C2A +#define GL_TEXTURE_BUFFER_BINDING_OES 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_OES 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_OES 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES 0x8C2D +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES 0x919F +#define GL_SAMPLER_BUFFER_OES 0x8DC2 +#define GL_INT_SAMPLER_BUFFER_OES 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES 0x8DD8 +#define GL_IMAGE_BUFFER_OES 0x9051 +#define GL_INT_IMAGE_BUFFER_OES 0x905C +#define GL_UNSIGNED_INT_IMAGE_BUFFER_OES 0x9067 +#define GL_TEXTURE_BUFFER_OFFSET_OES 0x919D +#define GL_TEXTURE_BUFFER_SIZE_OES 0x919E +typedef void (GL_APIENTRYP PFNGLTEXBUFFEROESPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GL_APIENTRYP PFNGLTEXBUFFERRANGEOESPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexBufferOES (GLenum target, GLenum internalformat, GLuint buffer); +GL_APICALL void GL_APIENTRY glTexBufferRangeOES (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#endif +#endif /* GL_OES_texture_buffer */ + +#ifndef GL_OES_texture_compression_astc +#define GL_OES_texture_compression_astc 1 +#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0 +#define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES 0x93C1 +#define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES 0x93C2 +#define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES 0x93C3 +#define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES 0x93C4 +#define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES 0x93C5 +#define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES 0x93C6 +#define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES 0x93C7 +#define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES 0x93C8 +#define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES 0x93C9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES 0x93E0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES 0x93E1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES 0x93E2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES 0x93E3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES 0x93E4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES 0x93E5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES 0x93E6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES 0x93E7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES 0x93E8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9 +#endif /* GL_OES_texture_compression_astc */ + +#ifndef GL_OES_texture_cube_map_array +#define GL_OES_texture_cube_map_array 1 +#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_OES 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900F +#define GL_IMAGE_CUBE_MAP_ARRAY_OES 0x9054 +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x905F +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x906A +#endif /* GL_OES_texture_cube_map_array */ + +#ifndef GL_OES_texture_float +#define GL_OES_texture_float 1 +#endif /* GL_OES_texture_float */ + +#ifndef GL_OES_texture_float_linear +#define GL_OES_texture_float_linear 1 +#endif /* GL_OES_texture_float_linear */ + +#ifndef GL_OES_texture_half_float +#define GL_OES_texture_half_float 1 +#define GL_HALF_FLOAT_OES 0x8D61 +#endif /* GL_OES_texture_half_float */ + +#ifndef GL_OES_texture_half_float_linear +#define GL_OES_texture_half_float_linear 1 +#endif /* GL_OES_texture_half_float_linear */ + +#ifndef GL_OES_texture_npot +#define GL_OES_texture_npot 1 +#endif /* GL_OES_texture_npot */ + +#ifndef GL_OES_texture_stencil8 +#define GL_OES_texture_stencil8 1 +#define GL_STENCIL_INDEX_OES 0x1901 +#define GL_STENCIL_INDEX8_OES 0x8D48 +#endif /* GL_OES_texture_stencil8 */ + +#ifndef GL_OES_texture_storage_multisample_2d_array +#define GL_OES_texture_storage_multisample_2d_array 1 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES 0x9102 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES 0x9105 +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEOESPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexStorage3DMultisampleOES (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +#endif +#endif /* GL_OES_texture_storage_multisample_2d_array */ + +#ifndef GL_OES_texture_view +#define GL_OES_texture_view 1 +#define GL_TEXTURE_VIEW_MIN_LEVEL_OES 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_OES 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_OES 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_OES 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +typedef void (GL_APIENTRYP PFNGLTEXTUREVIEWOESPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTextureViewOES (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#endif +#endif /* GL_OES_texture_view */ + +#ifndef GL_OES_vertex_array_object +#define GL_OES_vertex_array_object 1 +#define GL_VERTEX_ARRAY_BINDING_OES 0x85B5 +typedef void (GL_APIENTRYP PFNGLBINDVERTEXARRAYOESPROC) (GLuint array); +typedef void (GL_APIENTRYP PFNGLDELETEVERTEXARRAYSOESPROC) (GLsizei n, const GLuint *arrays); +typedef void (GL_APIENTRYP PFNGLGENVERTEXARRAYSOESPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (GL_APIENTRYP PFNGLISVERTEXARRAYOESPROC) (GLuint array); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBindVertexArrayOES (GLuint array); +GL_APICALL void GL_APIENTRY glDeleteVertexArraysOES (GLsizei n, const GLuint *arrays); +GL_APICALL void GL_APIENTRY glGenVertexArraysOES (GLsizei n, GLuint *arrays); +GL_APICALL GLboolean GL_APIENTRY glIsVertexArrayOES (GLuint array); +#endif +#endif /* GL_OES_vertex_array_object */ + +#ifndef GL_OES_vertex_half_float +#define GL_OES_vertex_half_float 1 +#endif /* GL_OES_vertex_half_float */ + +#ifndef GL_OES_vertex_type_10_10_10_2 +#define GL_OES_vertex_type_10_10_10_2 1 +#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6 +#define GL_INT_10_10_10_2_OES 0x8DF7 +#endif /* GL_OES_vertex_type_10_10_10_2 */ + +#ifndef GL_OES_viewport_array +#define GL_OES_viewport_array 1 +#define GL_MAX_VIEWPORTS_OES 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_OES 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_OES 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES 0x825F +typedef void (GL_APIENTRYP PFNGLVIEWPORTARRAYVOESPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFOESPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFVOESPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLSCISSORARRAYVOESPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDOESPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDVOESPROC) (GLuint index, const GLint *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEARRAYFVOESPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEINDEXEDFOESPROC) (GLuint index, GLfloat n, GLfloat f); +typedef void (GL_APIENTRYP PFNGLGETFLOATI_VOESPROC) (GLenum target, GLuint index, GLfloat *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportArrayvOES (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glViewportIndexedfOES (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GL_APICALL void GL_APIENTRY glViewportIndexedfvOES (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glScissorArrayvOES (GLuint first, GLsizei count, const GLint *v); +GL_APICALL void GL_APIENTRY glScissorIndexedOES (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glScissorIndexedvOES (GLuint index, const GLint *v); +GL_APICALL void GL_APIENTRY glDepthRangeArrayfvOES (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glDepthRangeIndexedfOES (GLuint index, GLfloat n, GLfloat f); +GL_APICALL void GL_APIENTRY glGetFloati_vOES (GLenum target, GLuint index, GLfloat *data); +#endif +#endif /* GL_OES_viewport_array */ + +#ifndef GL_AMD_compressed_3DC_texture +#define GL_AMD_compressed_3DC_texture 1 +#define GL_3DC_X_AMD 0x87F9 +#define GL_3DC_XY_AMD 0x87FA +#endif /* GL_AMD_compressed_3DC_texture */ + +#ifndef GL_AMD_compressed_ATC_texture +#define GL_AMD_compressed_ATC_texture 1 +#define GL_ATC_RGB_AMD 0x8C92 +#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 +#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE +#endif /* GL_AMD_compressed_ATC_texture */ + +#ifndef GL_AMD_framebuffer_multisample_advanced +#define GL_AMD_framebuffer_multisample_advanced 1 +#define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 +#define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 +#define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 +#define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 +#define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 +#define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAdvancedAMD (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glNamedRenderbufferStorageMultisampleAdvancedAMD (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_AMD_framebuffer_multisample_advanced */ + +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); +typedef void (GL_APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (GL_APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (GL_APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +typedef void (GL_APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); +typedef void (GL_APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, void *data); +GL_APICALL void GL_APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); +GL_APICALL void GL_APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); +GL_APICALL void GL_APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +GL_APICALL void GL_APIENTRY glBeginPerfMonitorAMD (GLuint monitor); +GL_APICALL void GL_APIENTRY glEndPerfMonitorAMD (GLuint monitor); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#endif +#endif /* GL_AMD_performance_monitor */ + +#ifndef GL_AMD_program_binary_Z400 +#define GL_AMD_program_binary_Z400 1 +#define GL_Z400_BINARY_AMD 0x8740 +#endif /* GL_AMD_program_binary_Z400 */ + +#ifndef GL_ANDROID_extension_pack_es31a +#define GL_ANDROID_extension_pack_es31a 1 +#endif /* GL_ANDROID_extension_pack_es31a */ + +#ifndef GL_ANGLE_depth_texture +#define GL_ANGLE_depth_texture 1 +#endif /* GL_ANGLE_depth_texture */ + +#ifndef GL_ANGLE_framebuffer_blit +#define GL_ANGLE_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA +typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#endif +#endif /* GL_ANGLE_framebuffer_blit */ + +#ifndef GL_ANGLE_framebuffer_multisample +#define GL_ANGLE_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 +#define GL_MAX_SAMPLES_ANGLE 0x8D57 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_ANGLE_framebuffer_multisample */ + +#ifndef GL_ANGLE_instanced_arrays +#define GL_ANGLE_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE (GLuint index, GLuint divisor); +#endif +#endif /* GL_ANGLE_instanced_arrays */ + +#ifndef GL_ANGLE_pack_reverse_row_order +#define GL_ANGLE_pack_reverse_row_order 1 +#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 +#endif /* GL_ANGLE_pack_reverse_row_order */ + +#ifndef GL_ANGLE_program_binary +#define GL_ANGLE_program_binary 1 +#define GL_PROGRAM_BINARY_ANGLE 0x93A6 +#endif /* GL_ANGLE_program_binary */ + +#ifndef GL_ANGLE_texture_compression_dxt3 +#define GL_ANGLE_texture_compression_dxt3 1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 +#endif /* GL_ANGLE_texture_compression_dxt3 */ + +#ifndef GL_ANGLE_texture_compression_dxt5 +#define GL_ANGLE_texture_compression_dxt5 1 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 +#endif /* GL_ANGLE_texture_compression_dxt5 */ + +#ifndef GL_ANGLE_texture_usage +#define GL_ANGLE_texture_usage 1 +#define GL_TEXTURE_USAGE_ANGLE 0x93A2 +#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 +#endif /* GL_ANGLE_texture_usage */ + +#ifndef GL_ANGLE_translated_shader_source +#define GL_ANGLE_translated_shader_source 1 +#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 +typedef void (GL_APIENTRYP PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetTranslatedShaderSourceANGLE (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +#endif +#endif /* GL_ANGLE_translated_shader_source */ + +#ifndef GL_APPLE_clip_distance +#define GL_APPLE_clip_distance 1 +#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 +#define GL_CLIP_DISTANCE0_APPLE 0x3000 +#define GL_CLIP_DISTANCE1_APPLE 0x3001 +#define GL_CLIP_DISTANCE2_APPLE 0x3002 +#define GL_CLIP_DISTANCE3_APPLE 0x3003 +#define GL_CLIP_DISTANCE4_APPLE 0x3004 +#define GL_CLIP_DISTANCE5_APPLE 0x3005 +#define GL_CLIP_DISTANCE6_APPLE 0x3006 +#define GL_CLIP_DISTANCE7_APPLE 0x3007 +#endif /* GL_APPLE_clip_distance */ + +#ifndef GL_APPLE_color_buffer_packed_float +#define GL_APPLE_color_buffer_packed_float 1 +#endif /* GL_APPLE_color_buffer_packed_float */ + +#ifndef GL_APPLE_copy_texture_levels +#define GL_APPLE_copy_texture_levels 1 +typedef void (GL_APIENTRYP PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyTextureLevelsAPPLE (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); +#endif +#endif /* GL_APPLE_copy_texture_levels */ + +#ifndef GL_APPLE_framebuffer_multisample +#define GL_APPLE_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 +#define GL_MAX_SAMPLES_APPLE 0x8D57 +#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAPPLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glResolveMultisampleFramebufferAPPLE (void); +#endif +#endif /* GL_APPLE_framebuffer_multisample */ + +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 +#define GL_RGB_422_APPLE 0x8A1F +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_RGB_RAW_422_APPLE 0x8A51 +#endif /* GL_APPLE_rgb_422 */ + +#ifndef GL_APPLE_sync +#define GL_APPLE_sync 1 +#define GL_SYNC_OBJECT_APPLE 0x8A53 +#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 +#define GL_OBJECT_TYPE_APPLE 0x9112 +#define GL_SYNC_CONDITION_APPLE 0x9113 +#define GL_SYNC_STATUS_APPLE 0x9114 +#define GL_SYNC_FLAGS_APPLE 0x9115 +#define GL_SYNC_FENCE_APPLE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 +#define GL_UNSIGNALED_APPLE 0x9118 +#define GL_SIGNALED_APPLE 0x9119 +#define GL_ALREADY_SIGNALED_APPLE 0x911A +#define GL_TIMEOUT_EXPIRED_APPLE 0x911B +#define GL_CONDITION_SATISFIED_APPLE 0x911C +#define GL_WAIT_FAILED_APPLE 0x911D +#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 +#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull +typedef GLsync (GL_APIENTRYP PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags); +typedef GLboolean (GL_APIENTRYP PFNGLISSYNCAPPLEPROC) (GLsync sync); +typedef void (GL_APIENTRYP PFNGLDELETESYNCAPPLEPROC) (GLsync sync); +typedef GLenum (GL_APIENTRYP PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GL_APIENTRYP PFNGLWAITSYNCAPPLEPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GL_APIENTRYP PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64 *params); +typedef void (GL_APIENTRYP PFNGLGETSYNCIVAPPLEPROC) (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLsync GL_APIENTRY glFenceSyncAPPLE (GLenum condition, GLbitfield flags); +GL_APICALL GLboolean GL_APIENTRY glIsSyncAPPLE (GLsync sync); +GL_APICALL void GL_APIENTRY glDeleteSyncAPPLE (GLsync sync); +GL_APICALL GLenum GL_APIENTRY glClientWaitSyncAPPLE (GLsync sync, GLbitfield flags, GLuint64 timeout); +GL_APICALL void GL_APIENTRY glWaitSyncAPPLE (GLsync sync, GLbitfield flags, GLuint64 timeout); +GL_APICALL void GL_APIENTRY glGetInteger64vAPPLE (GLenum pname, GLint64 *params); +GL_APICALL void GL_APIENTRY glGetSyncivAPPLE (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +#endif +#endif /* GL_APPLE_sync */ + +#ifndef GL_APPLE_texture_format_BGRA8888 +#define GL_APPLE_texture_format_BGRA8888 1 +#define GL_BGRA_EXT 0x80E1 +#define GL_BGRA8_EXT 0x93A1 +#endif /* GL_APPLE_texture_format_BGRA8888 */ + +#ifndef GL_APPLE_texture_max_level +#define GL_APPLE_texture_max_level 1 +#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D +#endif /* GL_APPLE_texture_max_level */ + +#ifndef GL_APPLE_texture_packed_float +#define GL_APPLE_texture_packed_float 1 +#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B +#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E +#define GL_R11F_G11F_B10F_APPLE 0x8C3A +#define GL_RGB9_E5_APPLE 0x8C3D +#endif /* GL_APPLE_texture_packed_float */ + +#ifndef GL_ARM_mali_program_binary +#define GL_ARM_mali_program_binary 1 +#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 +#endif /* GL_ARM_mali_program_binary */ + +#ifndef GL_ARM_mali_shader_binary +#define GL_ARM_mali_shader_binary 1 +#define GL_MALI_SHADER_BINARY_ARM 0x8F60 +#endif /* GL_ARM_mali_shader_binary */ + +#ifndef GL_ARM_rgba8 +#define GL_ARM_rgba8 1 +#endif /* GL_ARM_rgba8 */ + +#ifndef GL_ARM_shader_framebuffer_fetch +#define GL_ARM_shader_framebuffer_fetch 1 +#define GL_FETCH_PER_SAMPLE_ARM 0x8F65 +#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 +#endif /* GL_ARM_shader_framebuffer_fetch */ + +#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil +#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 +#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ + +#ifndef GL_ARM_texture_unnormalized_coordinates +#define GL_ARM_texture_unnormalized_coordinates 1 +#define GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM 0x8F6A +#endif /* GL_ARM_texture_unnormalized_coordinates */ + +#ifndef GL_DMP_program_binary +#define GL_DMP_program_binary 1 +#define GL_SMAPHS30_PROGRAM_BINARY_DMP 0x9251 +#define GL_SMAPHS_PROGRAM_BINARY_DMP 0x9252 +#define GL_DMP_PROGRAM_BINARY_DMP 0x9253 +#endif /* GL_DMP_program_binary */ + +#ifndef GL_DMP_shader_binary +#define GL_DMP_shader_binary 1 +#define GL_SHADER_BINARY_DMP 0x9250 +#endif /* GL_DMP_shader_binary */ + +#ifndef GL_EXT_EGL_image_array +#define GL_EXT_EGL_image_array 1 +#endif /* GL_EXT_EGL_image_array */ + +#ifndef GL_EXT_EGL_image_storage +#define GL_EXT_EGL_image_storage 1 +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) (GLenum target, GLeglImageOES image, const GLint* attrib_list); +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEGLImageTargetTexStorageEXT (GLenum target, GLeglImageOES image, const GLint* attrib_list); +GL_APICALL void GL_APIENTRY glEGLImageTargetTextureStorageEXT (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#endif +#endif /* GL_EXT_EGL_image_storage */ + +#ifndef GL_EXT_EGL_image_storage_compression +#define GL_EXT_EGL_image_storage_compression 1 +#define GL_SURFACE_COMPRESSION_EXT 0x96C0 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x96C1 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x96C2 +#endif /* GL_EXT_EGL_image_storage_compression */ + +#ifndef GL_EXT_YUV_target +#define GL_EXT_YUV_target 1 +#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 +#endif /* GL_EXT_YUV_target */ + +#ifndef GL_EXT_base_instance +#define GL_EXT_base_instance 1 +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedBaseInstanceEXT (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseInstanceEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstanceEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +#endif +#endif /* GL_EXT_base_instance */ + +#ifndef GL_EXT_blend_func_extended +#define GL_EXT_blend_func_extended 1 +#define GL_SRC1_COLOR_EXT 0x88F9 +#define GL_SRC1_ALPHA_EXT 0x8589 +#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB +#define GL_SRC_ALPHA_SATURATE_EXT 0x0308 +#define GL_LOCATION_INDEX_EXT 0x930F +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC +typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef GLint (GL_APIENTRYP PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar *name); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBindFragDataLocationIndexedEXT (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GL_APICALL void GL_APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint color, const GLchar *name); +GL_APICALL GLint GL_APIENTRY glGetProgramResourceLocationIndexEXT (GLuint program, GLenum programInterface, const GLchar *name); +GL_APICALL GLint GL_APIENTRY glGetFragDataIndexEXT (GLuint program, const GLchar *name); +#endif +#endif /* GL_EXT_blend_func_extended */ + +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 +#endif /* GL_EXT_blend_minmax */ + +#ifndef GL_EXT_buffer_storage +#define GL_EXT_buffer_storage 1 +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_PERSISTENT_BIT_EXT 0x0040 +#define GL_MAP_COHERENT_BIT_EXT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 +#define GL_CLIENT_STORAGE_BIT_EXT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F +#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 +typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBufferStorageEXT (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +#endif +#endif /* GL_EXT_buffer_storage */ + +#ifndef GL_EXT_clear_texture +#define GL_EXT_clear_texture 1 +typedef void (GL_APIENTRYP PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +typedef void (GL_APIENTRYP PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glClearTexImageEXT (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GL_APICALL void GL_APIENTRY glClearTexSubImageEXT (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +#endif +#endif /* GL_EXT_clear_texture */ + +#ifndef GL_EXT_clip_control +#define GL_EXT_clip_control 1 +#define GL_LOWER_LEFT_EXT 0x8CA1 +#define GL_UPPER_LEFT_EXT 0x8CA2 +#define GL_NEGATIVE_ONE_TO_ONE_EXT 0x935E +#define GL_ZERO_TO_ONE_EXT 0x935F +#define GL_CLIP_ORIGIN_EXT 0x935C +#define GL_CLIP_DEPTH_MODE_EXT 0x935D +typedef void (GL_APIENTRYP PFNGLCLIPCONTROLEXTPROC) (GLenum origin, GLenum depth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glClipControlEXT (GLenum origin, GLenum depth); +#endif +#endif /* GL_EXT_clip_control */ + +#ifndef GL_EXT_clip_cull_distance +#define GL_EXT_clip_cull_distance 1 +#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 +#define GL_MAX_CULL_DISTANCES_EXT 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA +#define GL_CLIP_DISTANCE0_EXT 0x3000 +#define GL_CLIP_DISTANCE1_EXT 0x3001 +#define GL_CLIP_DISTANCE2_EXT 0x3002 +#define GL_CLIP_DISTANCE3_EXT 0x3003 +#define GL_CLIP_DISTANCE4_EXT 0x3004 +#define GL_CLIP_DISTANCE5_EXT 0x3005 +#define GL_CLIP_DISTANCE6_EXT 0x3006 +#define GL_CLIP_DISTANCE7_EXT 0x3007 +#endif /* GL_EXT_clip_cull_distance */ + +#ifndef GL_EXT_color_buffer_float +#define GL_EXT_color_buffer_float 1 +#endif /* GL_EXT_color_buffer_float */ + +#ifndef GL_EXT_color_buffer_half_float +#define GL_EXT_color_buffer_half_float 1 +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_RG16F_EXT 0x822F +#define GL_R16F_EXT 0x822D +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 +#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 +#endif /* GL_EXT_color_buffer_half_float */ + +#ifndef GL_EXT_conservative_depth +#define GL_EXT_conservative_depth 1 +#endif /* GL_EXT_conservative_depth */ + +#ifndef GL_EXT_copy_image +#define GL_EXT_copy_image 1 +typedef void (GL_APIENTRYP PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyImageSubDataEXT (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#endif +#endif /* GL_EXT_copy_image */ + +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +typedef void (GL_APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); +GL_APICALL void GL_APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif +#endif /* GL_EXT_debug_label */ + +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 +typedef void (GL_APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (GL_APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (GL_APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); +GL_APICALL void GL_APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); +GL_APICALL void GL_APIENTRY glPopGroupMarkerEXT (void); +#endif +#endif /* GL_EXT_debug_marker */ + +#ifndef GL_EXT_depth_clamp +#define GL_EXT_depth_clamp 1 +#define GL_DEPTH_CLAMP_EXT 0x864F +#endif /* GL_EXT_depth_clamp */ + +#ifndef GL_EXT_discard_framebuffer +#define GL_EXT_discard_framebuffer 1 +#define GL_COLOR_EXT 0x1800 +#define GL_DEPTH_EXT 0x1801 +#define GL_STENCIL_EXT 0x1802 +typedef void (GL_APIENTRYP PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDiscardFramebufferEXT (GLenum target, GLsizei numAttachments, const GLenum *attachments); +#endif +#endif /* GL_EXT_discard_framebuffer */ + +#ifndef GL_EXT_disjoint_timer_query +#define GL_EXT_disjoint_timer_query 1 +#define GL_QUERY_COUNTER_BITS_EXT 0x8864 +#define GL_CURRENT_QUERY_EXT 0x8865 +#define GL_QUERY_RESULT_EXT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_EXT 0x8867 +#define GL_TIME_ELAPSED_EXT 0x88BF +#define GL_TIMESTAMP_EXT 0x8E28 +#define GL_GPU_DISJOINT_EXT 0x8FBB +typedef void (GL_APIENTRYP PFNGLGENQUERIESEXTPROC) (GLsizei n, GLuint *ids); +typedef void (GL_APIENTRYP PFNGLDELETEQUERIESEXTPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (GL_APIENTRYP PFNGLISQUERYEXTPROC) (GLuint id); +typedef void (GL_APIENTRYP PFNGLBEGINQUERYEXTPROC) (GLenum target, GLuint id); +typedef void (GL_APIENTRYP PFNGLENDQUERYEXTPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLQUERYCOUNTEREXTPROC) (GLuint id, GLenum target); +typedef void (GL_APIENTRYP PFNGLGETQUERYIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTIVEXTPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUIVEXTPROC) (GLuint id, GLenum pname, GLuint *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64 *params); +typedef void (GL_APIENTRYP PFNGLGETINTEGER64VEXTPROC) (GLenum pname, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGenQueriesEXT (GLsizei n, GLuint *ids); +GL_APICALL void GL_APIENTRY glDeleteQueriesEXT (GLsizei n, const GLuint *ids); +GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT (GLuint id); +GL_APICALL void GL_APIENTRY glBeginQueryEXT (GLenum target, GLuint id); +GL_APICALL void GL_APIENTRY glEndQueryEXT (GLenum target); +GL_APICALL void GL_APIENTRY glQueryCounterEXT (GLuint id, GLenum target); +GL_APICALL void GL_APIENTRY glGetQueryivEXT (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetQueryObjectivEXT (GLuint id, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT (GLuint id, GLenum pname, GLuint *params); +GL_APICALL void GL_APIENTRY glGetQueryObjecti64vEXT (GLuint id, GLenum pname, GLint64 *params); +GL_APICALL void GL_APIENTRY glGetQueryObjectui64vEXT (GLuint id, GLenum pname, GLuint64 *params); +GL_APICALL void GL_APIENTRY glGetInteger64vEXT (GLenum pname, GLint64 *data); +#endif +#endif /* GL_EXT_disjoint_timer_query */ + +#ifndef GL_EXT_draw_buffers +#define GL_EXT_draw_buffers 1 +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_MAX_DRAW_BUFFERS_EXT 0x8824 +#define GL_DRAW_BUFFER0_EXT 0x8825 +#define GL_DRAW_BUFFER1_EXT 0x8826 +#define GL_DRAW_BUFFER2_EXT 0x8827 +#define GL_DRAW_BUFFER3_EXT 0x8828 +#define GL_DRAW_BUFFER4_EXT 0x8829 +#define GL_DRAW_BUFFER5_EXT 0x882A +#define GL_DRAW_BUFFER6_EXT 0x882B +#define GL_DRAW_BUFFER7_EXT 0x882C +#define GL_DRAW_BUFFER8_EXT 0x882D +#define GL_DRAW_BUFFER9_EXT 0x882E +#define GL_DRAW_BUFFER10_EXT 0x882F +#define GL_DRAW_BUFFER11_EXT 0x8830 +#define GL_DRAW_BUFFER12_EXT 0x8831 +#define GL_DRAW_BUFFER13_EXT 0x8832 +#define GL_DRAW_BUFFER14_EXT 0x8833 +#define GL_DRAW_BUFFER15_EXT 0x8834 +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawBuffersEXT (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_EXT_draw_buffers */ + +#ifndef GL_EXT_draw_buffers_indexed +#define GL_EXT_draw_buffers_indexed 1 +typedef void (GL_APIENTRYP PFNGLENABLEIEXTPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GL_APIENTRYP PFNGLCOLORMASKIEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEnableiEXT (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glDisableiEXT (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glBlendEquationiEXT (GLuint buf, GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparateiEXT (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunciEXT (GLuint buf, GLenum src, GLenum dst); +GL_APICALL void GL_APIENTRY glBlendFuncSeparateiEXT (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GL_APICALL void GL_APIENTRY glColorMaskiEXT (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GL_APICALL GLboolean GL_APIENTRY glIsEnablediEXT (GLenum target, GLuint index); +#endif +#endif /* GL_EXT_draw_buffers_indexed */ + +#ifndef GL_EXT_draw_elements_base_vertex +#define GL_EXT_draw_elements_base_vertex 1 +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawElementsBaseVertexEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawRangeElementsBaseVertexEXT (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +#endif +#endif /* GL_EXT_draw_elements_base_vertex */ + +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_EXT_draw_instanced */ + +#ifndef GL_EXT_draw_transform_feedback +#define GL_EXT_draw_transform_feedback 1 +typedef void (GL_APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKEXTPROC) (GLenum mode, GLuint id); +typedef void (GL_APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDEXTPROC) (GLenum mode, GLuint id, GLsizei instancecount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawTransformFeedbackEXT (GLenum mode, GLuint id); +GL_APICALL void GL_APIENTRY glDrawTransformFeedbackInstancedEXT (GLenum mode, GLuint id, GLsizei instancecount); +#endif +#endif /* GL_EXT_draw_transform_feedback */ + +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 +typedef void *GLeglClientBufferEXT; +typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBufferStorageExternalEXT (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +GL_APICALL void GL_APIENTRY glNamedBufferStorageExternalEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#endif +#endif /* GL_EXT_external_buffer */ + +#ifndef GL_EXT_float_blend +#define GL_EXT_float_blend 1 +#endif /* GL_EXT_float_blend */ + +#ifndef GL_EXT_fragment_shading_rate +#define GL_EXT_fragment_shading_rate 1 +#define GL_SHADING_RATE_1X1_PIXELS_EXT 0x96A6 +#define GL_SHADING_RATE_1X2_PIXELS_EXT 0x96A7 +#define GL_SHADING_RATE_2X1_PIXELS_EXT 0x96A8 +#define GL_SHADING_RATE_2X2_PIXELS_EXT 0x96A9 +#define GL_SHADING_RATE_1X4_PIXELS_EXT 0x96AA +#define GL_SHADING_RATE_4X1_PIXELS_EXT 0x96AB +#define GL_SHADING_RATE_4X2_PIXELS_EXT 0x96AC +#define GL_SHADING_RATE_2X4_PIXELS_EXT 0x96AD +#define GL_SHADING_RATE_4X4_PIXELS_EXT 0x96AE +#define GL_SHADING_RATE_EXT 0x96D0 +#define GL_SHADING_RATE_ATTACHMENT_EXT 0x96D1 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT 0x96D2 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT 0x96D3 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT 0x96D4 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT 0x96D5 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_EXT 0x96D6 +#define GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT 0x96D7 +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT 0x96D8 +#define GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT 0x96D9 +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT 0x96DA +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO_EXT 0x96DB +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS_EXT 0x96DC +#define GL_FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED_EXT 0x96DD +#define GL_FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED_EXT 0x96DE +#define GL_FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED_EXT 0x96DF +#define GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT 0x8F6F +typedef void (GL_APIENTRYP PFNGLGETFRAGMENTSHADINGRATESEXTPROC) (GLsizei samples, GLsizei maxCount, GLsizei *count, GLenum *shadingRates); +typedef void (GL_APIENTRYP PFNGLSHADINGRATEEXTPROC) (GLenum rate); +typedef void (GL_APIENTRYP PFNGLSHADINGRATECOMBINEROPSEXTPROC) (GLenum combinerOp0, GLenum combinerOp1); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERSHADINGRATEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint baseLayer, GLsizei numLayers, GLsizei texelWidth, GLsizei texelHeight); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetFragmentShadingRatesEXT (GLsizei samples, GLsizei maxCount, GLsizei *count, GLenum *shadingRates); +GL_APICALL void GL_APIENTRY glShadingRateEXT (GLenum rate); +GL_APICALL void GL_APIENTRY glShadingRateCombinerOpsEXT (GLenum combinerOp0, GLenum combinerOp1); +GL_APICALL void GL_APIENTRY glFramebufferShadingRateEXT (GLenum target, GLenum attachment, GLuint texture, GLint baseLayer, GLsizei numLayers, GLsizei texelWidth, GLsizei texelHeight); +#endif +#endif /* GL_EXT_fragment_shading_rate */ + +#ifndef GL_EXT_geometry_point_size +#define GL_EXT_geometry_point_size 1 +#endif /* GL_EXT_geometry_point_size */ + +#ifndef GL_EXT_geometry_shader +#define GL_EXT_geometry_shader 1 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 +#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 +#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F +#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E +#define GL_LINES_ADJACENCY_EXT 0x000A +#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B +#define GL_TRIANGLES_ADJACENCY_EXT 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_UNDEFINED_VERTEX_EXT 0x8260 +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureEXT (GLenum target, GLenum attachment, GLuint texture, GLint level); +#endif +#endif /* GL_EXT_geometry_shader */ + +#ifndef GL_EXT_gpu_shader5 +#define GL_EXT_gpu_shader5 1 +#endif /* GL_EXT_gpu_shader5 */ + +#ifndef GL_EXT_instanced_arrays +#define GL_EXT_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT (GLuint index, GLuint divisor); +#endif +#endif /* GL_EXT_instanced_arrays */ + +#ifndef GL_EXT_map_buffer_range +#define GL_EXT_map_buffer_range 1 +#define GL_MAP_READ_BIT_EXT 0x0001 +#define GL_MAP_WRITE_BIT_EXT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 +typedef void *(GL_APIENTRYP PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (GL_APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void *GL_APIENTRY glMapBufferRangeEXT (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GL_APICALL void GL_APIENTRY glFlushMappedBufferRangeEXT (GLenum target, GLintptr offset, GLsizeiptr length); +#endif +#endif /* GL_EXT_map_buffer_range */ + +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_UUID_SIZE_EXT 16 +typedef void (GL_APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte *data); +typedef void (GL_APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte *data); +typedef void (GL_APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint *memoryObjects); +typedef GLboolean (GL_APIENTRYP PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); +typedef void (GL_APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint *memoryObjects); +typedef void (GL_APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetUnsignedBytevEXT (GLenum pname, GLubyte *data); +GL_APICALL void GL_APIENTRY glGetUnsignedBytei_vEXT (GLenum target, GLuint index, GLubyte *data); +GL_APICALL void GL_APIENTRY glDeleteMemoryObjectsEXT (GLsizei n, const GLuint *memoryObjects); +GL_APICALL GLboolean GL_APIENTRY glIsMemoryObjectEXT (GLuint memoryObject); +GL_APICALL void GL_APIENTRY glCreateMemoryObjectsEXT (GLsizei n, GLuint *memoryObjects); +GL_APICALL void GL_APIENTRY glMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glGetMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glTexStorageMem2DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTexStorageMem2DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTexStorageMem3DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTexStorageMem3DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glBufferStorageMemEXT (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem2DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem2DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem3DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem3DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glNamedBufferStorageMemEXT (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_EXT_memory_object */ + +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 +typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportMemoryFdEXT (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_memory_object_fd */ + +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A +#define GL_LUID_SIZE_EXT 8 +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportMemoryWin32HandleEXT (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +GL_APICALL void GL_APIENTRY glImportMemoryWin32NameEXT (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_memory_object_win32 */ + +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 +typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMultiDrawArraysEXT (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glMultiDrawElementsEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#endif +#endif /* GL_EXT_multi_draw_arrays */ + +#ifndef GL_EXT_multi_draw_indirect +#define GL_EXT_multi_draw_indirect 1 +typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMultiDrawArraysIndirectEXT (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GL_APICALL void GL_APIENTRY glMultiDrawElementsIndirectEXT (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +#endif +#endif /* GL_EXT_multi_draw_indirect */ + +#ifndef GL_EXT_multisampled_compatibility +#define GL_EXT_multisampled_compatibility 1 +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#endif /* GL_EXT_multisampled_compatibility */ + +#ifndef GL_EXT_multisampled_render_to_texture +#define GL_EXT_multisampled_render_to_texture 1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleEXT (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#endif +#endif /* GL_EXT_multisampled_render_to_texture */ + +#ifndef GL_EXT_multisampled_render_to_texture2 +#define GL_EXT_multisampled_render_to_texture2 1 +#endif /* GL_EXT_multisampled_render_to_texture2 */ + +#ifndef GL_EXT_multiview_draw_buffers +#define GL_EXT_multiview_draw_buffers 1 +#define GL_COLOR_ATTACHMENT_EXT 0x90F0 +#define GL_MULTIVIEW_EXT 0x90F1 +#define GL_DRAW_BUFFER_EXT 0x0C01 +#define GL_READ_BUFFER_EXT 0x0C02 +#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 +typedef void (GL_APIENTRYP PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index); +typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum *location, const GLint *indices); +typedef void (GL_APIENTRYP PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glReadBufferIndexedEXT (GLenum src, GLint index); +GL_APICALL void GL_APIENTRY glDrawBuffersIndexedEXT (GLint n, const GLenum *location, const GLint *indices); +GL_APICALL void GL_APIENTRY glGetIntegeri_vEXT (GLenum target, GLuint index, GLint *data); +#endif +#endif /* GL_EXT_multiview_draw_buffers */ + +#ifndef GL_EXT_multiview_tessellation_geometry_shader +#define GL_EXT_multiview_tessellation_geometry_shader 1 +#endif /* GL_EXT_multiview_tessellation_geometry_shader */ + +#ifndef GL_EXT_multiview_texture_multisample +#define GL_EXT_multiview_texture_multisample 1 +#endif /* GL_EXT_multiview_texture_multisample */ + +#ifndef GL_EXT_multiview_timer_query +#define GL_EXT_multiview_timer_query 1 +#endif /* GL_EXT_multiview_timer_query */ + +#ifndef GL_EXT_occlusion_query_boolean +#define GL_EXT_occlusion_query_boolean 1 +#define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A +#endif /* GL_EXT_occlusion_query_boolean */ + +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B +typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPolygonOffsetClampEXT (GLfloat factor, GLfloat units, GLfloat clamp); +#endif +#endif /* GL_EXT_polygon_offset_clamp */ + +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 +#endif /* GL_EXT_post_depth_coverage */ + +#ifndef GL_EXT_primitive_bounding_box +#define GL_EXT_primitive_bounding_box 1 +#define GL_PRIMITIVE_BOUNDING_BOX_EXT 0x92BE +typedef void (GL_APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXEXTPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPrimitiveBoundingBoxEXT (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#endif +#endif /* GL_EXT_primitive_bounding_box */ + +#ifndef GL_EXT_protected_textures +#define GL_EXT_protected_textures 1 +#define GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT 0x00000010 +#define GL_TEXTURE_PROTECTED_EXT 0x8BFA +#endif /* GL_EXT_protected_textures */ + +#ifndef GL_EXT_pvrtc_sRGB +#define GL_EXT_pvrtc_sRGB 1 +#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG 0x93F0 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG 0x93F1 +#endif /* GL_EXT_pvrtc_sRGB */ + +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +typedef void (GL_APIENTRYP PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRasterSamplesEXT (GLuint samples, GLboolean fixedsamplelocations); +#endif +#endif /* GL_EXT_raster_multisample */ + +#ifndef GL_EXT_read_format_bgra +#define GL_EXT_read_format_bgra 1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 +#endif /* GL_EXT_read_format_bgra */ + +#ifndef GL_EXT_render_snorm +#define GL_EXT_render_snorm 1 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM_EXT 0x8F98 +#define GL_RG16_SNORM_EXT 0x8F99 +#define GL_RGBA16_SNORM_EXT 0x8F9B +#endif /* GL_EXT_render_snorm */ + +#ifndef GL_EXT_robustness +#define GL_EXT_robustness 1 +#define GL_GUILTY_CONTEXT_RESET_EXT 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_EXT 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_EXT 0x8255 +#define GL_CONTEXT_ROBUST_ACCESS_EXT 0x90F3 +#define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET_EXT 0x8252 +#define GL_NO_RESET_NOTIFICATION_EXT 0x8261 +typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSEXTPROC) (void); +typedef void (GL_APIENTRYP PFNGLREADNPIXELSEXTPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT (void); +GL_APICALL void GL_APIENTRY glReadnPixelsEXT (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GL_APICALL void GL_APIENTRY glGetnUniformfvEXT (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetnUniformivEXT (GLuint program, GLint location, GLsizei bufSize, GLint *params); +#endif +#endif /* GL_EXT_robustness */ + +#ifndef GL_EXT_sRGB +#define GL_EXT_sRGB 1 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 +#endif /* GL_EXT_sRGB */ + +#ifndef GL_EXT_sRGB_write_control +#define GL_EXT_sRGB_write_control 1 +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#endif /* GL_EXT_sRGB_write_control */ + +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 +#define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 +typedef void (GL_APIENTRYP PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint *semaphores); +typedef void (GL_APIENTRYP PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint *semaphores); +typedef GLboolean (GL_APIENTRYP PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); +typedef void (GL_APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64 *params); +typedef void (GL_APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64 *params); +typedef void (GL_APIENTRYP PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +typedef void (GL_APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGenSemaphoresEXT (GLsizei n, GLuint *semaphores); +GL_APICALL void GL_APIENTRY glDeleteSemaphoresEXT (GLsizei n, const GLuint *semaphores); +GL_APICALL GLboolean GL_APIENTRY glIsSemaphoreEXT (GLuint semaphore); +GL_APICALL void GL_APIENTRY glSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, const GLuint64 *params); +GL_APICALL void GL_APIENTRY glGetSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, GLuint64 *params); +GL_APICALL void GL_APIENTRY glWaitSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +GL_APICALL void GL_APIENTRY glSignalSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#endif +#endif /* GL_EXT_semaphore */ + +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 +typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportSemaphoreFdEXT (GLuint semaphore, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_semaphore_fd */ + +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); +typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportSemaphoreWin32HandleEXT (GLuint semaphore, GLenum handleType, void *handle); +GL_APICALL void GL_APIENTRY glImportSemaphoreWin32NameEXT (GLuint semaphore, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_semaphore_win32 */ + +#ifndef GL_EXT_separate_depth_stencil +#define GL_EXT_separate_depth_stencil 1 +#endif /* GL_EXT_separate_depth_stencil */ + +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 +#define GL_ACTIVE_PROGRAM_EXT 0x8259 +#define GL_VERTEX_SHADER_BIT_EXT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT_EXT 0x00000002 +#define GL_ALL_SHADER_BITS_EXT 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE_EXT 0x8258 +#define GL_PROGRAM_PIPELINE_BINDING_EXT 0x825A +typedef void (GL_APIENTRYP PFNGLACTIVESHADERPROGRAMEXTPROC) (GLuint pipeline, GLuint program); +typedef void (GL_APIENTRYP PFNGLBINDPROGRAMPIPELINEEXTPROC) (GLuint pipeline); +typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROGRAMVEXTPROC) (GLenum type, GLsizei count, const GLchar **strings); +typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPIPELINESEXTPROC) (GLsizei n, const GLuint *pipelines); +typedef void (GL_APIENTRYP PFNGLGENPROGRAMPIPELINESEXTPROC) (GLsizei n, GLuint *pipelines); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEIVEXTPROC) (GLuint pipeline, GLenum pname, GLint *params); +typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPIPELINEEXTPROC) (GLuint pipeline); +typedef void (GL_APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUSEPROGRAMSTAGESEXTPROC) (GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEEXTPROC) (GLuint pipeline); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glActiveShaderProgramEXT (GLuint pipeline, GLuint program); +GL_APICALL void GL_APIENTRY glBindProgramPipelineEXT (GLuint pipeline); +GL_APICALL GLuint GL_APIENTRY glCreateShaderProgramvEXT (GLenum type, GLsizei count, const GLchar **strings); +GL_APICALL void GL_APIENTRY glDeleteProgramPipelinesEXT (GLsizei n, const GLuint *pipelines); +GL_APICALL void GL_APIENTRY glGenProgramPipelinesEXT (GLsizei n, GLuint *pipelines); +GL_APICALL void GL_APIENTRY glGetProgramPipelineInfoLogEXT (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GL_APICALL void GL_APIENTRY glGetProgramPipelineivEXT (GLuint pipeline, GLenum pname, GLint *params); +GL_APICALL GLboolean GL_APIENTRY glIsProgramPipelineEXT (GLuint pipeline); +GL_APICALL void GL_APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); +GL_APICALL void GL_APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat v0); +GL_APICALL void GL_APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint v0); +GL_APICALL void GL_APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GL_APICALL void GL_APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint v0, GLint v1); +GL_APICALL void GL_APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GL_APICALL void GL_APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GL_APICALL void GL_APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GL_APICALL void GL_APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GL_APICALL void GL_APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUseProgramStagesEXT (GLuint pipeline, GLbitfield stages, GLuint program); +GL_APICALL void GL_APIENTRY glValidateProgramPipelineEXT (GLuint pipeline); +GL_APICALL void GL_APIENTRY glProgramUniform1uiEXT (GLuint program, GLint location, GLuint v0); +GL_APICALL void GL_APIENTRY glProgramUniform2uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1); +GL_APICALL void GL_APIENTRY glProgramUniform3uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GL_APICALL void GL_APIENTRY glProgramUniform4uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GL_APICALL void GL_APIENTRY glProgramUniform1uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniform2uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniform3uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniform4uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix2x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix3x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix2x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix4x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix3x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix4x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif +#endif /* GL_EXT_separate_shader_objects */ + +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 +#endif /* GL_EXT_shader_framebuffer_fetch */ + +#ifndef GL_EXT_shader_framebuffer_fetch_non_coherent +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierEXT (void); +#endif +#endif /* GL_EXT_shader_framebuffer_fetch_non_coherent */ + +#ifndef GL_EXT_shader_group_vote +#define GL_EXT_shader_group_vote 1 +#endif /* GL_EXT_shader_group_vote */ + +#ifndef GL_EXT_shader_implicit_conversions +#define GL_EXT_shader_implicit_conversions 1 +#endif /* GL_EXT_shader_implicit_conversions */ + +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 +#endif /* GL_EXT_shader_integer_mix */ + +#ifndef GL_EXT_shader_io_blocks +#define GL_EXT_shader_io_blocks 1 +#endif /* GL_EXT_shader_io_blocks */ + +#ifndef GL_EXT_shader_non_constant_global_initializers +#define GL_EXT_shader_non_constant_global_initializers 1 +#endif /* GL_EXT_shader_non_constant_global_initializers */ + +#ifndef GL_EXT_shader_pixel_local_storage +#define GL_EXT_shader_pixel_local_storage 1 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 +#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 +#endif /* GL_EXT_shader_pixel_local_storage */ + +#ifndef GL_EXT_shader_pixel_local_storage2 +#define GL_EXT_shader_pixel_local_storage2 1 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 +#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size); +typedef GLsizei (GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target); +typedef void (GL_APIENTRYP PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint *values); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferPixelLocalStorageSizeEXT (GLuint target, GLsizei size); +GL_APICALL GLsizei GL_APIENTRY glGetFramebufferPixelLocalStorageSizeEXT (GLuint target); +GL_APICALL void GL_APIENTRY glClearPixelLocalStorageuiEXT (GLsizei offset, GLsizei n, const GLuint *values); +#endif +#endif /* GL_EXT_shader_pixel_local_storage2 */ + +#ifndef GL_EXT_shader_samples_identical +#define GL_EXT_shader_samples_identical 1 +#endif /* GL_EXT_shader_samples_identical */ + +#ifndef GL_EXT_shader_texture_lod +#define GL_EXT_shader_texture_lod 1 +#endif /* GL_EXT_shader_texture_lod */ + +#ifndef GL_EXT_shadow_samplers +#define GL_EXT_shadow_samplers 1 +#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C +#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D +#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E +#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 +#endif /* GL_EXT_shadow_samplers */ + +#ifndef GL_EXT_sparse_texture +#define GL_EXT_sparse_texture 1 +#define GL_TEXTURE_SPARSE_EXT 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 +#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA +#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 +#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 +typedef void (GL_APIENTRYP PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexPageCommitmentEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#endif +#endif /* GL_EXT_sparse_texture */ + +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 +#endif /* GL_EXT_sparse_texture2 */ + +#ifndef GL_EXT_tessellation_point_size +#define GL_EXT_tessellation_point_size 1 +#endif /* GL_EXT_tessellation_point_size */ + +#ifndef GL_EXT_tessellation_shader +#define GL_EXT_tessellation_shader 1 +#define GL_PATCHES_EXT 0x000E +#define GL_PATCH_VERTICES_EXT 0x8E72 +#define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT 0x8E75 +#define GL_TESS_GEN_MODE_EXT 0x8E76 +#define GL_TESS_GEN_SPACING_EXT 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER_EXT 0x8E78 +#define GL_TESS_GEN_POINT_MODE_EXT 0x8E79 +#define GL_ISOLINES_EXT 0x8E7A +#define GL_QUADS_EXT 0x0007 +#define GL_FRACTIONAL_ODD_EXT 0x8E7B +#define GL_FRACTIONAL_EVEN_EXT 0x8E7C +#define GL_MAX_PATCH_VERTICES_EXT 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL_EXT 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS_EXT 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E1F +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT 0x92CE +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT 0x92D4 +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT 0x90CC +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT 0x90D9 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_IS_PER_PATCH_EXT 0x92E7 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT 0x9308 +#define GL_TESS_CONTROL_SHADER_EXT 0x8E88 +#define GL_TESS_EVALUATION_SHADER_EXT 0x8E87 +#define GL_TESS_CONTROL_SHADER_BIT_EXT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT_EXT 0x00000010 +typedef void (GL_APIENTRYP PFNGLPATCHPARAMETERIEXTPROC) (GLenum pname, GLint value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPatchParameteriEXT (GLenum pname, GLint value); +#endif +#endif /* GL_EXT_tessellation_shader */ + +#ifndef GL_EXT_texture_border_clamp +#define GL_EXT_texture_border_clamp 1 +#define GL_TEXTURE_BORDER_COLOR_EXT 0x1004 +#define GL_CLAMP_TO_BORDER_EXT 0x812D +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIIVEXTPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIUIVEXTPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIIVEXTPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVEXTPROC) (GLuint sampler, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexParameterIivEXT (GLenum target, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glTexParameterIuivEXT (GLenum target, GLenum pname, const GLuint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIivEXT (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIuivEXT (GLenum target, GLenum pname, GLuint *params); +GL_APICALL void GL_APIENTRY glSamplerParameterIivEXT (GLuint sampler, GLenum pname, const GLint *param); +GL_APICALL void GL_APIENTRY glSamplerParameterIuivEXT (GLuint sampler, GLenum pname, const GLuint *param); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIivEXT (GLuint sampler, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIuivEXT (GLuint sampler, GLenum pname, GLuint *params); +#endif +#endif /* GL_EXT_texture_border_clamp */ + +#ifndef GL_EXT_texture_buffer +#define GL_EXT_texture_buffer 1 +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_TEXTURE_BUFFER_BINDING_EXT 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT 0x919F +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_TEXTURE_BUFFER_OFFSET_EXT 0x919D +#define GL_TEXTURE_BUFFER_SIZE_EXT 0x919E +typedef void (GL_APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GL_APIENTRYP PFNGLTEXBUFFERRANGEEXTPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexBufferEXT (GLenum target, GLenum internalformat, GLuint buffer); +GL_APICALL void GL_APIENTRY glTexBufferRangeEXT (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#endif +#endif /* GL_EXT_texture_buffer */ + +#ifndef GL_EXT_texture_compression_astc_decode_mode +#define GL_EXT_texture_compression_astc_decode_mode 1 +#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 +#endif /* GL_EXT_texture_compression_astc_decode_mode */ + +#ifndef GL_EXT_texture_compression_bptc +#define GL_EXT_texture_compression_bptc 1 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F +#endif /* GL_EXT_texture_compression_bptc */ + +#ifndef GL_EXT_texture_compression_dxt1 +#define GL_EXT_texture_compression_dxt1 1 +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#endif /* GL_EXT_texture_compression_dxt1 */ + +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#endif /* GL_EXT_texture_compression_rgtc */ + +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif /* GL_EXT_texture_compression_s3tc */ + +#ifndef GL_EXT_texture_compression_s3tc_srgb +#define GL_EXT_texture_compression_s3tc_srgb 1 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#endif /* GL_EXT_texture_compression_s3tc_srgb */ + +#ifndef GL_EXT_texture_cube_map_array +#define GL_EXT_texture_cube_map_array 1 +#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#endif /* GL_EXT_texture_cube_map_array */ + +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif /* GL_EXT_texture_filter_anisotropic */ + +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 +#endif /* GL_EXT_texture_filter_minmax */ + +#ifndef GL_EXT_texture_format_BGRA8888 +#define GL_EXT_texture_format_BGRA8888 1 +#endif /* GL_EXT_texture_format_BGRA8888 */ + +#ifndef GL_EXT_texture_format_sRGB_override +#define GL_EXT_texture_format_sRGB_override 1 +#define GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT 0x8FBF +#endif /* GL_EXT_texture_format_sRGB_override */ + +#ifndef GL_EXT_texture_mirror_clamp_to_edge +#define GL_EXT_texture_mirror_clamp_to_edge 1 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#endif /* GL_EXT_texture_mirror_clamp_to_edge */ + +#ifndef GL_EXT_texture_norm16 +#define GL_EXT_texture_norm16 1 +#define GL_R16_EXT 0x822A +#define GL_RG16_EXT 0x822C +#define GL_RGBA16_EXT 0x805B +#define GL_RGB16_EXT 0x8054 +#define GL_RGB16_SNORM_EXT 0x8F9A +#endif /* GL_EXT_texture_norm16 */ + +#ifndef GL_EXT_texture_query_lod +#define GL_EXT_texture_query_lod 1 +#endif /* GL_EXT_texture_query_lod */ + +#ifndef GL_EXT_texture_rg +#define GL_EXT_texture_rg 1 +#define GL_RED_EXT 0x1903 +#define GL_RG_EXT 0x8227 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B +#endif /* GL_EXT_texture_rg */ + +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 +#define GL_SR8_EXT 0x8FBD +#endif /* GL_EXT_texture_sRGB_R8 */ + +#ifndef GL_EXT_texture_sRGB_RG8 +#define GL_EXT_texture_sRGB_RG8 1 +#define GL_SRG8_EXT 0x8FBE +#endif /* GL_EXT_texture_sRGB_RG8 */ + +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_DECODE_EXT 0x8A49 +#define GL_SKIP_DECODE_EXT 0x8A4A +#endif /* GL_EXT_texture_sRGB_decode */ + +#ifndef GL_EXT_texture_shadow_lod +#define GL_EXT_texture_shadow_lod 1 +#endif /* GL_EXT_texture_shadow_lod */ + +#ifndef GL_EXT_texture_storage +#define GL_EXT_texture_storage 1 +#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F +#define GL_ALPHA8_EXT 0x803C +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_RGBA32F_EXT 0x8814 +#define GL_RGB32F_EXT 0x8815 +#define GL_ALPHA32F_EXT 0x8816 +#define GL_LUMINANCE32F_EXT 0x8818 +#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 +#define GL_ALPHA16F_EXT 0x881C +#define GL_LUMINANCE16F_EXT 0x881E +#define GL_LUMINANCE_ALPHA16F_EXT 0x881F +#define GL_R32F_EXT 0x822E +#define GL_RG32F_EXT 0x8230 +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GL_APICALL void GL_APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GL_APICALL void GL_APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GL_APICALL void GL_APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#endif +#endif /* GL_EXT_texture_storage */ + +#ifndef GL_EXT_texture_storage_compression +#define GL_EXT_texture_storage_compression 1 +#define GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT 0x8F6E +#define GL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x96C4 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x96C5 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x96C6 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x96C7 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x96C8 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x96C9 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x96CA +#define GL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x96CB +#define GL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x96CC +#define GL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x96CD +#define GL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x96CE +#define GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x96CF +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEATTRIBS2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, const GLint* attrib_list); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEATTRIBS3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, const GLint* attrib_list); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexStorageAttribs2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, const GLint* attrib_list); +GL_APICALL void GL_APIENTRY glTexStorageAttribs3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, const GLint* attrib_list); +#endif +#endif /* GL_EXT_texture_storage_compression */ + +#ifndef GL_EXT_texture_type_2_10_10_10_REV +#define GL_EXT_texture_type_2_10_10_10_REV 1 +#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 +#endif /* GL_EXT_texture_type_2_10_10_10_REV */ + +#ifndef GL_EXT_texture_view +#define GL_EXT_texture_view 1 +#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE +typedef void (GL_APIENTRYP PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTextureViewEXT (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#endif +#endif /* GL_EXT_texture_view */ + +#ifndef GL_EXT_unpack_subimage +#define GL_EXT_unpack_subimage 1 +#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 +#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 +#endif /* GL_EXT_unpack_subimage */ + +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 +typedef GLboolean (GL_APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); +typedef GLboolean (GL_APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLboolean GL_APIENTRY glAcquireKeyedMutexWin32EXT (GLuint memory, GLuint64 key, GLuint timeout); +GL_APICALL GLboolean GL_APIENTRY glReleaseKeyedMutexWin32EXT (GLuint memory, GLuint64 key); +#endif +#endif /* GL_EXT_win32_keyed_mutex */ + +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 +typedef void (GL_APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint *box); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glWindowRectanglesEXT (GLenum mode, GLsizei count, const GLint *box); +#endif +#endif /* GL_EXT_window_rectangles */ + +#ifndef GL_FJ_shader_binary_GCCSO +#define GL_FJ_shader_binary_GCCSO 1 +#define GL_GCCSO_SHADER_BINARY_FJ 0x9260 +#endif /* GL_FJ_shader_binary_GCCSO */ + +#ifndef GL_IMG_bindless_texture +#define GL_IMG_bindless_texture 1 +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTUREHANDLEIMGPROC) (GLuint texture); +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEIMGPROC) (GLuint texture, GLuint sampler); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64IMGPROC) (GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64VIMGPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLuint64 GL_APIENTRY glGetTextureHandleIMG (GLuint texture); +GL_APICALL GLuint64 GL_APIENTRY glGetTextureSamplerHandleIMG (GLuint texture, GLuint sampler); +GL_APICALL void GL_APIENTRY glUniformHandleui64IMG (GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glUniformHandleui64vIMG (GLint location, GLsizei count, const GLuint64 *value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64IMG (GLuint program, GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64vIMG (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +#endif +#endif /* GL_IMG_bindless_texture */ + +#ifndef GL_IMG_framebuffer_downsample +#define GL_IMG_framebuffer_downsample 1 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG 0x913C +#define GL_NUM_DOWNSAMPLE_SCALES_IMG 0x913D +#define GL_DOWNSAMPLE_SCALES_IMG 0x913E +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG 0x913F +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTexture2DDownsampleIMG (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); +GL_APICALL void GL_APIENTRY glFramebufferTextureLayerDownsampleIMG (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); +#endif +#endif /* GL_IMG_framebuffer_downsample */ + +#ifndef GL_IMG_multisampled_render_to_texture +#define GL_IMG_multisampled_render_to_texture 1 +#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134 +#define GL_MAX_SAMPLES_IMG 0x9135 +#define GL_TEXTURE_SAMPLES_IMG 0x9136 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleIMG (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleIMG (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#endif +#endif /* GL_IMG_multisampled_render_to_texture */ + +#ifndef GL_IMG_program_binary +#define GL_IMG_program_binary 1 +#define GL_SGX_PROGRAM_BINARY_IMG 0x9130 +#endif /* GL_IMG_program_binary */ + +#ifndef GL_IMG_read_format +#define GL_IMG_read_format 1 +#define GL_BGRA_IMG 0x80E1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365 +#endif /* GL_IMG_read_format */ + +#ifndef GL_IMG_shader_binary +#define GL_IMG_shader_binary 1 +#define GL_SGX_BINARY_IMG 0x8C0A +#endif /* GL_IMG_shader_binary */ + +#ifndef GL_IMG_texture_compression_pvrtc +#define GL_IMG_texture_compression_pvrtc 1 +#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 +#endif /* GL_IMG_texture_compression_pvrtc */ + +#ifndef GL_IMG_texture_compression_pvrtc2 +#define GL_IMG_texture_compression_pvrtc2 1 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138 +#endif /* GL_IMG_texture_compression_pvrtc2 */ + +#ifndef GL_IMG_texture_filter_cubic +#define GL_IMG_texture_filter_cubic 1 +#define GL_CUBIC_IMG 0x9139 +#define GL_CUBIC_MIPMAP_NEAREST_IMG 0x913A +#define GL_CUBIC_MIPMAP_LINEAR_IMG 0x913B +#endif /* GL_IMG_texture_filter_cubic */ + +#ifndef GL_INTEL_blackhole_render +#define GL_INTEL_blackhole_render 1 +#define GL_BLACKHOLE_RENDER_INTEL 0x83FC +#endif /* GL_INTEL_blackhole_render */ + +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE +#endif /* GL_INTEL_conservative_rasterization */ + +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 +typedef void (GL_APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glApplyFramebufferAttachmentCMAAINTEL (void); +#endif +#endif /* GL_INTEL_framebuffer_CMAA */ + +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 +typedef void (GL_APIENTRYP PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GL_APIENTRYP PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint *queryHandle); +typedef void (GL_APIENTRYP PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GL_APIENTRYP PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GL_APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint *queryId); +typedef void (GL_APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint *nextQueryId); +typedef void (GL_APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +typedef void (GL_APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +typedef void (GL_APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar *queryName, GLuint *queryId); +typedef void (GL_APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBeginPerfQueryINTEL (GLuint queryHandle); +GL_APICALL void GL_APIENTRY glCreatePerfQueryINTEL (GLuint queryId, GLuint *queryHandle); +GL_APICALL void GL_APIENTRY glDeletePerfQueryINTEL (GLuint queryHandle); +GL_APICALL void GL_APIENTRY glEndPerfQueryINTEL (GLuint queryHandle); +GL_APICALL void GL_APIENTRY glGetFirstPerfQueryIdINTEL (GLuint *queryId); +GL_APICALL void GL_APIENTRY glGetNextPerfQueryIdINTEL (GLuint queryId, GLuint *nextQueryId); +GL_APICALL void GL_APIENTRY glGetPerfCounterInfoINTEL (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +GL_APICALL void GL_APIENTRY glGetPerfQueryDataINTEL (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +GL_APICALL void GL_APIENTRY glGetPerfQueryIdByNameINTEL (GLchar *queryName, GLuint *queryId); +GL_APICALL void GL_APIENTRY glGetPerfQueryInfoINTEL (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#endif +#endif /* GL_INTEL_performance_query */ + +#ifndef GL_MESA_bgra +#define GL_MESA_bgra 1 +#define GL_BGR_EXT 0x80E0 +#endif /* GL_MESA_bgra */ + +#ifndef GL_MESA_framebuffer_flip_x +#define GL_MESA_framebuffer_flip_x 1 +#define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC +#endif /* GL_MESA_framebuffer_flip_x */ + +#ifndef GL_MESA_framebuffer_flip_y +#define GL_MESA_framebuffer_flip_y 1 +#define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) (GLenum target, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferParameteriMESA (GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glGetFramebufferParameterivMESA (GLenum target, GLenum pname, GLint *params); +#endif +#endif /* GL_MESA_framebuffer_flip_y */ + +#ifndef GL_MESA_framebuffer_swap_xy +#define GL_MESA_framebuffer_swap_xy 1 +#define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD +#endif /* GL_MESA_framebuffer_swap_xy */ + +#ifndef GL_MESA_program_binary_formats +#define GL_MESA_program_binary_formats 1 +#define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F +#endif /* GL_MESA_program_binary_formats */ + +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 +#endif /* GL_MESA_shader_integer_functions */ + +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ + +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); +typedef void (GL_APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef void (GL_APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef GLuint64 (GL_APIENTRYP PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (GL_APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); +typedef void (GL_APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef GLboolean (GL_APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLuint64 GL_APIENTRY glGetTextureHandleNV (GLuint texture); +GL_APICALL GLuint64 GL_APIENTRY glGetTextureSamplerHandleNV (GLuint texture, GLuint sampler); +GL_APICALL void GL_APIENTRY glMakeTextureHandleResidentNV (GLuint64 handle); +GL_APICALL void GL_APIENTRY glMakeTextureHandleNonResidentNV (GLuint64 handle); +GL_APICALL GLuint64 GL_APIENTRY glGetImageHandleNV (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GL_APICALL void GL_APIENTRY glMakeImageHandleResidentNV (GLuint64 handle, GLenum access); +GL_APICALL void GL_APIENTRY glMakeImageHandleNonResidentNV (GLuint64 handle); +GL_APICALL void GL_APIENTRY glUniformHandleui64NV (GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glUniformHandleui64vNV (GLint location, GLsizei count, const GLuint64 *value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64NV (GLuint program, GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GL_APICALL GLboolean GL_APIENTRY glIsTextureHandleResidentNV (GLuint64 handle); +GL_APICALL GLboolean GL_APIENTRY glIsImageHandleResidentNV (GLuint64 handle); +#endif +#endif /* GL_NV_bindless_texture */ + +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLUE_NV 0x1905 +#define GL_COLORBURN_NV 0x929A +#define GL_COLORDODGE_NV 0x9299 +#define GL_CONJOINT_NV 0x9284 +#define GL_CONTRAST_NV 0x92A1 +#define GL_DARKEN_NV 0x9297 +#define GL_DIFFERENCE_NV 0x929E +#define GL_DISJOINT_NV 0x9283 +#define GL_DST_ATOP_NV 0x928F +#define GL_DST_IN_NV 0x928B +#define GL_DST_NV 0x9287 +#define GL_DST_OUT_NV 0x928D +#define GL_DST_OVER_NV 0x9289 +#define GL_EXCLUSION_NV 0x92A0 +#define GL_GREEN_NV 0x1904 +#define GL_HARDLIGHT_NV 0x929B +#define GL_HARDMIX_NV 0x92A9 +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_INVERT_OVG_NV 0x92B4 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_LIGHTEN_NV 0x9298 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_MINUS_NV 0x929F +#define GL_MULTIPLY_NV 0x9294 +#define GL_OVERLAY_NV 0x9296 +#define GL_PINLIGHT_NV 0x92A8 +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_PLUS_NV 0x9291 +#define GL_RED_NV 0x1903 +#define GL_SCREEN_NV 0x9295 +#define GL_SOFTLIGHT_NV 0x929C +#define GL_SRC_ATOP_NV 0x928E +#define GL_SRC_IN_NV 0x928A +#define GL_SRC_NV 0x9286 +#define GL_SRC_OUT_NV 0x928C +#define GL_SRC_OVER_NV 0x9288 +#define GL_UNCORRELATED_NV 0x9282 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_XOR_NV 0x1506 +typedef void (GL_APIENTRYP PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); +typedef void (GL_APIENTRYP PFNGLBLENDBARRIERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlendParameteriNV (GLenum pname, GLint value); +GL_APICALL void GL_APIENTRY glBlendBarrierNV (void); +#endif +#endif /* GL_NV_blend_equation_advanced */ + +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#endif /* GL_NV_blend_equation_advanced_coherent */ + +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D +#endif /* GL_NV_blend_minmax_factor */ + +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E +typedef void (GL_APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#endif +#endif /* GL_NV_clip_space_w_scaling */ + +#ifndef GL_NV_compute_shader_derivatives +#define GL_NV_compute_shader_derivatives 1 +#endif /* GL_NV_compute_shader_derivatives */ + +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 +typedef void (GL_APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); +typedef void (GL_APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBeginConditionalRenderNV (GLuint id, GLenum mode); +GL_APICALL void GL_APIENTRY glEndConditionalRenderNV (void); +#endif +#endif /* GL_NV_conditional_render */ + +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 +typedef void (GL_APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glSubpixelPrecisionBiasNV (GLuint xbits, GLuint ybits); +#endif +#endif /* GL_NV_conservative_raster */ + +#ifndef GL_NV_conservative_raster_pre_snap +#define GL_NV_conservative_raster_pre_snap 1 +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 +#endif /* GL_NV_conservative_raster_pre_snap */ + +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F +typedef void (GL_APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glConservativeRasterParameteriNV (GLenum pname, GLint param); +#endif +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ + +#ifndef GL_NV_copy_buffer +#define GL_NV_copy_buffer 1 +#define GL_COPY_READ_BUFFER_NV 0x8F36 +#define GL_COPY_WRITE_BUFFER_NV 0x8F37 +typedef void (GL_APIENTRYP PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyBufferSubDataNV (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +#endif +#endif /* GL_NV_copy_buffer */ + +#ifndef GL_NV_coverage_sample +#define GL_NV_coverage_sample 1 +#define GL_COVERAGE_COMPONENT_NV 0x8ED0 +#define GL_COVERAGE_COMPONENT4_NV 0x8ED1 +#define GL_COVERAGE_ATTACHMENT_NV 0x8ED2 +#define GL_COVERAGE_BUFFERS_NV 0x8ED3 +#define GL_COVERAGE_SAMPLES_NV 0x8ED4 +#define GL_COVERAGE_ALL_FRAGMENTS_NV 0x8ED5 +#define GL_COVERAGE_EDGE_FRAGMENTS_NV 0x8ED6 +#define GL_COVERAGE_AUTOMATIC_NV 0x8ED7 +#define GL_COVERAGE_BUFFER_BIT_NV 0x00008000 +typedef void (GL_APIENTRYP PFNGLCOVERAGEMASKNVPROC) (GLboolean mask); +typedef void (GL_APIENTRYP PFNGLCOVERAGEOPERATIONNVPROC) (GLenum operation); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCoverageMaskNV (GLboolean mask); +GL_APICALL void GL_APIENTRY glCoverageOperationNV (GLenum operation); +#endif +#endif /* GL_NV_coverage_sample */ + +#ifndef GL_NV_depth_nonlinear +#define GL_NV_depth_nonlinear 1 +#define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C +#endif /* GL_NV_depth_nonlinear */ + +#ifndef GL_NV_draw_buffers +#define GL_NV_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_NV 0x8824 +#define GL_DRAW_BUFFER0_NV 0x8825 +#define GL_DRAW_BUFFER1_NV 0x8826 +#define GL_DRAW_BUFFER2_NV 0x8827 +#define GL_DRAW_BUFFER3_NV 0x8828 +#define GL_DRAW_BUFFER4_NV 0x8829 +#define GL_DRAW_BUFFER5_NV 0x882A +#define GL_DRAW_BUFFER6_NV 0x882B +#define GL_DRAW_BUFFER7_NV 0x882C +#define GL_DRAW_BUFFER8_NV 0x882D +#define GL_DRAW_BUFFER9_NV 0x882E +#define GL_DRAW_BUFFER10_NV 0x882F +#define GL_DRAW_BUFFER11_NV 0x8830 +#define GL_DRAW_BUFFER12_NV 0x8831 +#define GL_DRAW_BUFFER13_NV 0x8832 +#define GL_DRAW_BUFFER14_NV 0x8833 +#define GL_DRAW_BUFFER15_NV 0x8834 +#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 +#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 +#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 +#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 +#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 +#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 +#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 +#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 +#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 +#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 +#define GL_COLOR_ATTACHMENT10_NV 0x8CEA +#define GL_COLOR_ATTACHMENT11_NV 0x8CEB +#define GL_COLOR_ATTACHMENT12_NV 0x8CEC +#define GL_COLOR_ATTACHMENT13_NV 0x8CED +#define GL_COLOR_ATTACHMENT14_NV 0x8CEE +#define GL_COLOR_ATTACHMENT15_NV 0x8CEF +typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawBuffersNV (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_NV_draw_buffers */ + +#ifndef GL_NV_draw_instanced +#define GL_NV_draw_instanced 1 +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedNV (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedNV (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_NV_draw_instanced */ + +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 +typedef void (GL_APIENTRY *GLVULKANPROCNV)(void); +typedef void (GL_APIENTRYP PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef GLVULKANPROCNV (GL_APIENTRYP PFNGLGETVKPROCADDRNVPROC) (const GLchar *name); +typedef void (GL_APIENTRYP PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (GL_APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (GL_APIENTRYP PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawVkImageNV (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +GL_APICALL GLVULKANPROCNV GL_APIENTRY glGetVkProcAddrNV (const GLchar *name); +GL_APICALL void GL_APIENTRY glWaitVkSemaphoreNV (GLuint64 vkSemaphore); +GL_APICALL void GL_APIENTRY glSignalVkSemaphoreNV (GLuint64 vkSemaphore); +GL_APICALL void GL_APIENTRY glSignalVkFenceNV (GLuint64 vkFence); +#endif +#endif /* GL_NV_draw_vulkan_image */ + +#ifndef GL_NV_explicit_attrib_location +#define GL_NV_explicit_attrib_location 1 +#endif /* GL_NV_explicit_attrib_location */ + +#ifndef GL_NV_fbo_color_attachments +#define GL_NV_fbo_color_attachments 1 +#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF +#endif /* GL_NV_fbo_color_attachments */ + +#ifndef GL_NV_fence +#define GL_NV_fence 1 +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 +typedef void (GL_APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); +typedef void (GL_APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); +typedef GLboolean (GL_APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); +typedef GLboolean (GL_APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); +typedef void (GL_APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); +typedef void (GL_APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDeleteFencesNV (GLsizei n, const GLuint *fences); +GL_APICALL void GL_APIENTRY glGenFencesNV (GLsizei n, GLuint *fences); +GL_APICALL GLboolean GL_APIENTRY glIsFenceNV (GLuint fence); +GL_APICALL GLboolean GL_APIENTRY glTestFenceNV (GLuint fence); +GL_APICALL void GL_APIENTRY glGetFenceivNV (GLuint fence, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glFinishFenceNV (GLuint fence); +GL_APICALL void GL_APIENTRY glSetFenceNV (GLuint fence, GLenum condition); +#endif +#endif /* GL_NV_fence */ + +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 +#define GL_FILL_RECTANGLE_NV 0x933C +#endif /* GL_NV_fill_rectangle */ + +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE +typedef void (GL_APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFragmentCoverageColorNV (GLuint color); +#endif +#endif /* GL_NV_fragment_coverage_to_color */ + +#ifndef GL_NV_fragment_shader_barycentric +#define GL_NV_fragment_shader_barycentric 1 +#endif /* GL_NV_fragment_shader_barycentric */ + +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 +#endif /* GL_NV_fragment_shader_interlock */ + +#ifndef GL_NV_framebuffer_blit +#define GL_NV_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_NV 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA +typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlitFramebufferNV (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#endif +#endif /* GL_NV_framebuffer_blit */ + +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 +typedef void (GL_APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufSize, GLfloat *v); +typedef void (GL_APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCoverageModulationTableNV (GLsizei n, const GLfloat *v); +GL_APICALL void GL_APIENTRY glGetCoverageModulationTableNV (GLsizei bufSize, GLfloat *v); +GL_APICALL void GL_APIENTRY glCoverageModulationNV (GLenum components); +#endif +#endif /* GL_NV_framebuffer_mixed_samples */ + +#ifndef GL_NV_framebuffer_multisample +#define GL_NV_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 +#define GL_MAX_SAMPLES_NV 0x8D57 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleNV (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_NV_framebuffer_multisample */ + +#ifndef GL_NV_generate_mipmap_sRGB +#define GL_NV_generate_mipmap_sRGB 1 +#endif /* GL_NV_generate_mipmap_sRGB */ + +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 +#endif /* GL_NV_geometry_shader_passthrough */ + +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 +typedef khronos_int64_t GLint64EXT; +typedef khronos_uint64_t GLuint64EXT; +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_PATCHES 0x000E +typedef void (GL_APIENTRYP PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); +typedef void (GL_APIENTRYP PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GL_APIENTRYP PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GL_APIENTRYP PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GL_APIENTRYP PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); +typedef void (GL_APIENTRYP PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GL_APIENTRYP PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GL_APIENTRYP PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GL_APIENTRYP PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT *params); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glUniform1i64NV (GLint location, GLint64EXT x); +GL_APICALL void GL_APIENTRY glUniform2i64NV (GLint location, GLint64EXT x, GLint64EXT y); +GL_APICALL void GL_APIENTRY glUniform3i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GL_APICALL void GL_APIENTRY glUniform4i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GL_APICALL void GL_APIENTRY glUniform1i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform2i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform3i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform4i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform1ui64NV (GLint location, GLuint64EXT x); +GL_APICALL void GL_APIENTRY glUniform2ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y); +GL_APICALL void GL_APIENTRY glUniform3ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GL_APICALL void GL_APIENTRY glUniform4ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GL_APICALL void GL_APIENTRY glUniform1ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform2ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform3ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform4ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glGetUniformi64vNV (GLuint program, GLint location, GLint64EXT *params); +GL_APICALL void GL_APIENTRY glProgramUniform1i64NV (GLuint program, GLint location, GLint64EXT x); +GL_APICALL void GL_APIENTRY glProgramUniform2i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +GL_APICALL void GL_APIENTRY glProgramUniform3i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GL_APICALL void GL_APIENTRY glProgramUniform4i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GL_APICALL void GL_APIENTRY glProgramUniform1i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform2i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform3i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform4i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform1ui64NV (GLuint program, GLint location, GLuint64EXT x); +GL_APICALL void GL_APIENTRY glProgramUniform2ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +GL_APICALL void GL_APIENTRY glProgramUniform3ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GL_APICALL void GL_APIENTRY glProgramUniform4ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GL_APICALL void GL_APIENTRY glProgramUniform1ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform2ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform3ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform4ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#endif +#endif /* GL_NV_gpu_shader5 */ + +#ifndef GL_NV_image_formats +#define GL_NV_image_formats 1 +#endif /* GL_NV_image_formats */ + +#ifndef GL_NV_instanced_arrays +#define GL_NV_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glVertexAttribDivisorNV (GLuint index, GLuint divisor); +#endif +#endif /* GL_NV_instanced_arrays */ + +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_CONFORMANT_NV 0x9374 +typedef void (GL_APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#endif +#endif /* GL_NV_internalformat_sample_query */ + +#ifndef GL_NV_memory_attachment +#define GL_NV_memory_attachment 1 +#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 +#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 +#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 +#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 +#define GL_MEMORY_ATTACHABLE_NV 0x95A8 +#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 +#define GL_DETACHED_TEXTURES_NV 0x95AA +#define GL_DETACHED_BUFFERS_NV 0x95AB +#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC +#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD +typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +typedef void (GL_APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname); +typedef void (GL_APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +GL_APICALL void GL_APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname); +GL_APICALL void GL_APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_NV_memory_attachment */ + +#ifndef GL_NV_memory_object_sparse +#define GL_NV_memory_object_sparse 1 +typedef void (GL_APIENTRYP PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (GL_APIENTRYP PFNGLTEXPAGECOMMITMENTMEMNVPROC) (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (GL_APIENTRYP PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBufferPageCommitmentMemNV (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GL_APICALL void GL_APIENTRY glTexPageCommitmentMemNV (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +GL_APICALL void GL_APIENTRY glNamedBufferPageCommitmentMemNV (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GL_APICALL void GL_APIENTRY glTexturePageCommitmentMemNV (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#endif +#endif /* GL_NV_memory_object_sparse */ + +#ifndef GL_NV_mesh_shader +#define GL_NV_mesh_shader 1 +#define GL_MESH_SHADER_NV 0x9559 +#define GL_TASK_SHADER_NV 0x955A +#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 +#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 +#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 +#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 +#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 +#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 +#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 +#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 +#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 +#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 +#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A +#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B +#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C +#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D +#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E +#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F +#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 +#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 +#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 +#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 +#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 +#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 +#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A +#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D +#define GL_MAX_MESH_VIEWS_NV 0x9557 +#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF +#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 +#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B +#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C +#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E +#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F +#define GL_MESH_VERTICES_OUT_NV 0x9579 +#define GL_MESH_PRIMITIVES_OUT_NV 0x957A +#define GL_MESH_OUTPUT_TYPE_NV 0x957B +#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D +#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 +#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 +#define GL_MESH_SHADER_BIT_NV 0x00000040 +#define GL_TASK_SHADER_BIT_NV 0x00000080 +#define GL_MESH_SUBROUTINE_NV 0x957C +#define GL_TASK_SUBROUTINE_NV 0x957D +#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E +#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F +typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count); +typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count); +GL_APICALL void GL_APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect); +GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride); +GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#endif +#endif /* GL_NV_mesh_shader */ + +#ifndef GL_NV_non_square_matrices +#define GL_NV_non_square_matrices 1 +#define GL_FLOAT_MAT2x3_NV 0x8B65 +#define GL_FLOAT_MAT2x4_NV 0x8B66 +#define GL_FLOAT_MAT3x2_NV 0x8B67 +#define GL_FLOAT_MAT3x4_NV 0x8B68 +#define GL_FLOAT_MAT4x2_NV 0x8B69 +#define GL_FLOAT_MAT4x3_NV 0x8B6A +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glUniformMatrix2x3fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix3x2fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix2x4fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix4x2fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix3x4fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix4x3fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif +#endif /* GL_NV_non_square_matrices */ + +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 +typedef double GLdouble; +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_FILE_NAME_NV 0x9074 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_CONVEX_HULL_NV 0x908B +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_UTF8_NV 0x909A +#define GL_UTF16_NV 0x909B +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_SQUARE_NV 0x90A3 +#define GL_ROUND_NV 0x90A4 +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_BEVEL_NV 0x90A6 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_CLOSE_PATH_NV 0x00 +#define GL_MOVE_TO_NV 0x02 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_LINE_TO_NV 0x04 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_RESTART_PATH_NV 0xF0 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_RECT_NV 0xF6 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_ARC_TO_NV 0xFE +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_BOLD_BIT_NV 0x01 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_PATH_PROJECTION_NV 0x1701 +#define GL_PATH_MODELVIEW_NV 0x1700 +#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 +#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 +#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 +#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 +#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 +#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 +#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 +#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 +#define GL_FRAGMENT_INPUT_NV 0x936D +typedef GLuint (GL_APIENTRYP PFNGLGENPATHSNVPROC) (GLsizei range); +typedef void (GL_APIENTRYP PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); +typedef GLboolean (GL_APIENTRYP PFNGLISPATHNVPROC) (GLuint path); +typedef void (GL_APIENTRYP PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); +typedef void (GL_APIENTRYP PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GL_APIENTRYP PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GL_APIENTRYP PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +typedef void (GL_APIENTRYP PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); +typedef void (GL_APIENTRYP PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +typedef void (GL_APIENTRYP PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); +typedef void (GL_APIENTRYP PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +typedef void (GL_APIENTRYP PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (GL_APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); +typedef void (GL_APIENTRYP PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum func); +typedef void (GL_APIENTRYP PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint *value); +typedef void (GL_APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat *value); +typedef void (GL_APIENTRYP PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte *commands); +typedef void (GL_APIENTRYP PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat *coords); +typedef void (GL_APIENTRYP PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat *dashArray); +typedef void (GL_APIENTRYP PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +typedef void (GL_APIENTRYP PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +typedef void (GL_APIENTRYP PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +typedef GLboolean (GL_APIENTRYP PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); +typedef GLboolean (GL_APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); +typedef GLfloat (GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); +typedef GLboolean (GL_APIENTRYP PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +typedef void (GL_APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef GLenum (GL_APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +typedef GLenum (GL_APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (GL_APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GL_APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXORTHOEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GL_APIENTRYP PFNGLMATRIXPOPEXTPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLMATRIXPUSHEXTPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLMATRIXROTATEFEXTPROC) (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLMATRIXROTATEDEXTPROC) (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (GL_APIENTRYP PFNGLMATRIXSCALEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLMATRIXSCALEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (GL_APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLuint GL_APIENTRY glGenPathsNV (GLsizei range); +GL_APICALL void GL_APIENTRY glDeletePathsNV (GLuint path, GLsizei range); +GL_APICALL GLboolean GL_APIENTRY glIsPathNV (GLuint path); +GL_APICALL void GL_APIENTRY glPathCommandsNV (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathCoordsNV (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathSubCommandsNV (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathSubCoordsNV (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathStringNV (GLuint path, GLenum format, GLsizei length, const void *pathString); +GL_APICALL void GL_APIENTRY glPathGlyphsNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL void GL_APIENTRY glPathGlyphRangeNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL void GL_APIENTRY glWeightPathsNV (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +GL_APICALL void GL_APIENTRY glCopyPathNV (GLuint resultPath, GLuint srcPath); +GL_APICALL void GL_APIENTRY glInterpolatePathsNV (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +GL_APICALL void GL_APIENTRY glTransformPathNV (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glPathParameterivNV (GLuint path, GLenum pname, const GLint *value); +GL_APICALL void GL_APIENTRY glPathParameteriNV (GLuint path, GLenum pname, GLint value); +GL_APICALL void GL_APIENTRY glPathParameterfvNV (GLuint path, GLenum pname, const GLfloat *value); +GL_APICALL void GL_APIENTRY glPathParameterfNV (GLuint path, GLenum pname, GLfloat value); +GL_APICALL void GL_APIENTRY glPathDashArrayNV (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +GL_APICALL void GL_APIENTRY glPathStencilFuncNV (GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glPathStencilDepthOffsetNV (GLfloat factor, GLfloat units); +GL_APICALL void GL_APIENTRY glStencilFillPathNV (GLuint path, GLenum fillMode, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilStrokePathNV (GLuint path, GLint reference, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glStencilStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glPathCoverDepthFuncNV (GLenum func); +GL_APICALL void GL_APIENTRY glCoverFillPathNV (GLuint path, GLenum coverMode); +GL_APICALL void GL_APIENTRY glCoverStrokePathNV (GLuint path, GLenum coverMode); +GL_APICALL void GL_APIENTRY glCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glGetPathParameterivNV (GLuint path, GLenum pname, GLint *value); +GL_APICALL void GL_APIENTRY glGetPathParameterfvNV (GLuint path, GLenum pname, GLfloat *value); +GL_APICALL void GL_APIENTRY glGetPathCommandsNV (GLuint path, GLubyte *commands); +GL_APICALL void GL_APIENTRY glGetPathCoordsNV (GLuint path, GLfloat *coords); +GL_APICALL void GL_APIENTRY glGetPathDashArrayNV (GLuint path, GLfloat *dashArray); +GL_APICALL void GL_APIENTRY glGetPathMetricsNV (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +GL_APICALL void GL_APIENTRY glGetPathMetricRangeNV (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +GL_APICALL void GL_APIENTRY glGetPathSpacingNV (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +GL_APICALL GLboolean GL_APIENTRY glIsPointInFillPathNV (GLuint path, GLuint mask, GLfloat x, GLfloat y); +GL_APICALL GLboolean GL_APIENTRY glIsPointInStrokePathNV (GLuint path, GLfloat x, GLfloat y); +GL_APICALL GLfloat GL_APIENTRY glGetPathLengthNV (GLuint path, GLsizei startSegment, GLsizei numSegments); +GL_APICALL GLboolean GL_APIENTRY glPointAlongPathNV (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +GL_APICALL void GL_APIENTRY glMatrixLoad3x2fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoad3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoadTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMult3x2fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMult3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMultTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glStencilThenCoverFillPathNV (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +GL_APICALL void GL_APIENTRY glStencilThenCoverStrokePathNV (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +GL_APICALL void GL_APIENTRY glStencilThenCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glStencilThenCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL GLenum GL_APIENTRY glPathGlyphIndexRangeNV (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +GL_APICALL GLenum GL_APIENTRY glPathGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL GLenum GL_APIENTRY glPathMemoryGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL void GL_APIENTRY glProgramPathFragmentInputGenNV (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +GL_APICALL void GL_APIENTRY glGetProgramResourcefvNV (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +GL_APICALL void GL_APIENTRY glMatrixFrustumEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GL_APICALL void GL_APIENTRY glMatrixLoadIdentityEXT (GLenum mode); +GL_APICALL void GL_APIENTRY glMatrixLoadTransposefEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoadTransposedEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixLoadfEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoaddEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixMultTransposefEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMultTransposedEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixMultfEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMultdEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixOrthoEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GL_APICALL void GL_APIENTRY glMatrixPopEXT (GLenum mode); +GL_APICALL void GL_APIENTRY glMatrixPushEXT (GLenum mode); +GL_APICALL void GL_APIENTRY glMatrixRotatefEXT (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glMatrixRotatedEXT (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GL_APICALL void GL_APIENTRY glMatrixScalefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glMatrixScaledEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GL_APICALL void GL_APIENTRY glMatrixTranslatefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glMatrixTranslatedEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +#endif +#endif /* GL_NV_path_rendering */ + +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 +#define GL_SHARED_EDGE_NV 0xC0 +#endif /* GL_NV_path_rendering_shared_edge */ + +#ifndef GL_NV_pixel_buffer_object +#define GL_NV_pixel_buffer_object 1 +#define GL_PIXEL_PACK_BUFFER_NV 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF +#endif /* GL_NV_pixel_buffer_object */ + +#ifndef GL_NV_polygon_mode +#define GL_NV_polygon_mode 1 +#define GL_POLYGON_MODE_NV 0x0B40 +#define GL_POLYGON_OFFSET_POINT_NV 0x2A01 +#define GL_POLYGON_OFFSET_LINE_NV 0x2A02 +#define GL_POINT_NV 0x1B00 +#define GL_LINE_NV 0x1B01 +#define GL_FILL_NV 0x1B02 +typedef void (GL_APIENTRYP PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPolygonModeNV (GLenum face, GLenum mode); +#endif +#endif /* GL_NV_polygon_mode */ + +#ifndef GL_NV_primitive_shading_rate +#define GL_NV_primitive_shading_rate 1 +#define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 +#define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 +#endif /* GL_NV_primitive_shading_rate */ + +#ifndef GL_NV_read_buffer +#define GL_NV_read_buffer 1 +#define GL_READ_BUFFER_NV 0x0C02 +typedef void (GL_APIENTRYP PFNGLREADBUFFERNVPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glReadBufferNV (GLenum mode); +#endif +#endif /* GL_NV_read_buffer */ + +#ifndef GL_NV_read_buffer_front +#define GL_NV_read_buffer_front 1 +#endif /* GL_NV_read_buffer_front */ + +#ifndef GL_NV_read_depth +#define GL_NV_read_depth 1 +#endif /* GL_NV_read_depth */ + +#ifndef GL_NV_read_depth_stencil +#define GL_NV_read_depth_stencil 1 +#endif /* GL_NV_read_depth_stencil */ + +#ifndef GL_NV_read_stencil +#define GL_NV_read_stencil 1 +#endif /* GL_NV_read_stencil */ + +#ifndef GL_NV_representative_fragment_test +#define GL_NV_representative_fragment_test 1 +#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F +#endif /* GL_NV_representative_fragment_test */ + +#ifndef GL_NV_sRGB_formats +#define GL_NV_sRGB_formats 1 +#define GL_SLUMINANCE_NV 0x8C46 +#define GL_SLUMINANCE_ALPHA_NV 0x8C44 +#define GL_SRGB8_NV 0x8C41 +#define GL_SLUMINANCE8_NV 0x8C47 +#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F +#define GL_ETC1_SRGB8_NV 0x88EE +#endif /* GL_NV_sRGB_formats */ + +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferSampleLocationsfvNV (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glNamedFramebufferSampleLocationsfvNV (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glResolveDepthValuesNV (void); +#endif +#endif /* GL_NV_sample_locations */ + +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 +#endif /* GL_NV_sample_mask_override_coverage */ + +#ifndef GL_NV_scissor_exclusive +#define GL_NV_scissor_exclusive 1 +#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 +#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 +typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v); +#endif +#endif /* GL_NV_scissor_exclusive */ + +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 +#endif /* GL_NV_shader_atomic_fp16_vector */ + +#ifndef GL_NV_shader_noperspective_interpolation +#define GL_NV_shader_noperspective_interpolation 1 +#endif /* GL_NV_shader_noperspective_interpolation */ + +#ifndef GL_NV_shader_subgroup_partitioned +#define GL_NV_shader_subgroup_partitioned 1 +#define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 +#endif /* GL_NV_shader_subgroup_partitioned */ + +#ifndef GL_NV_shader_texture_footprint +#define GL_NV_shader_texture_footprint 1 +#endif /* GL_NV_shader_texture_footprint */ + +#ifndef GL_NV_shading_rate_image +#define GL_NV_shading_rate_image 1 +#define GL_SHADING_RATE_IMAGE_NV 0x9563 +#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 +#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 +#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 +#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A +#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B +#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C +#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D +#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E +#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F +#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B +#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C +#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D +#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E +#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F +#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE +#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF +#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 +typedef void (GL_APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture); +typedef void (GL_APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate); +typedef void (GL_APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location); +typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize); +typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order); +typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBindShadingRateImageNV (GLuint texture); +GL_APICALL void GL_APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate); +GL_APICALL void GL_APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location); +GL_APICALL void GL_APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize); +GL_APICALL void GL_APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +GL_APICALL void GL_APIENTRY glShadingRateSampleOrderNV (GLenum order); +GL_APICALL void GL_APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations); +#endif +#endif /* GL_NV_shading_rate_image */ + +#ifndef GL_NV_shadow_samplers_array +#define GL_NV_shadow_samplers_array 1 +#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 +#endif /* GL_NV_shadow_samplers_array */ + +#ifndef GL_NV_shadow_samplers_cube +#define GL_NV_shadow_samplers_cube 1 +#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 +#endif /* GL_NV_shadow_samplers_cube */ + +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 +#endif /* GL_NV_stereo_view_rendering */ + +#ifndef GL_NV_texture_border_clamp +#define GL_NV_texture_border_clamp 1 +#define GL_TEXTURE_BORDER_COLOR_NV 0x1004 +#define GL_CLAMP_TO_BORDER_NV 0x812D +#endif /* GL_NV_texture_border_clamp */ + +#ifndef GL_NV_texture_compression_s3tc_update +#define GL_NV_texture_compression_s3tc_update 1 +#endif /* GL_NV_texture_compression_s3tc_update */ + +#ifndef GL_NV_texture_npot_2D_mipmap +#define GL_NV_texture_npot_2D_mipmap 1 +#endif /* GL_NV_texture_npot_2D_mipmap */ + +#ifndef GL_NV_timeline_semaphore +#define GL_NV_timeline_semaphore 1 +#define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 +#define GL_SEMAPHORE_TYPE_NV 0x95B3 +#define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 +#define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 +#define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 +typedef void (GL_APIENTRYP PFNGLCREATESEMAPHORESNVPROC) (GLsizei n, GLuint *semaphores); +typedef void (GL_APIENTRYP PFNGLSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCreateSemaphoresNV (GLsizei n, GLuint *semaphores); +GL_APICALL void GL_APIENTRY glSemaphoreParameterivNV (GLuint semaphore, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glGetSemaphoreParameterivNV (GLuint semaphore, GLenum pname, GLint *params); +#endif +#endif /* GL_NV_timeline_semaphore */ + +#ifndef GL_NV_viewport_array +#define GL_NV_viewport_array 1 +#define GL_MAX_VIEWPORTS_NV 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F +typedef void (GL_APIENTRYP PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f); +typedef void (GL_APIENTRYP PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (GL_APIENTRYP PFNGLENABLEINVPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLDISABLEINVPROC) (GLenum target, GLuint index); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDINVPROC) (GLenum target, GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportArrayvNV (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glViewportIndexedfNV (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GL_APICALL void GL_APIENTRY glViewportIndexedfvNV (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glScissorArrayvNV (GLuint first, GLsizei count, const GLint *v); +GL_APICALL void GL_APIENTRY glScissorIndexedNV (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glScissorIndexedvNV (GLuint index, const GLint *v); +GL_APICALL void GL_APIENTRY glDepthRangeArrayfvNV (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glDepthRangeIndexedfNV (GLuint index, GLfloat n, GLfloat f); +GL_APICALL void GL_APIENTRY glGetFloati_vNV (GLenum target, GLuint index, GLfloat *data); +GL_APICALL void GL_APIENTRY glEnableiNV (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glDisableiNV (GLenum target, GLuint index); +GL_APICALL GLboolean GL_APIENTRY glIsEnablediNV (GLenum target, GLuint index); +#endif +#endif /* GL_NV_viewport_array */ + +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 +#endif /* GL_NV_viewport_array2 */ + +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B +typedef void (GL_APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportSwizzleNV (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#endif +#endif /* GL_NV_viewport_swizzle */ + +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#endif +#endif /* GL_OVR_multiview */ + +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 +#endif /* GL_OVR_multiview2 */ + +#ifndef GL_OVR_multiview_multisampled_render_to_texture +#define GL_OVR_multiview_multisampled_render_to_texture 1 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureMultisampleMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); +#endif +#endif /* GL_OVR_multiview_multisampled_render_to_texture */ + +#ifndef GL_QCOM_YUV_texture_gather +#define GL_QCOM_YUV_texture_gather 1 +#endif /* GL_QCOM_YUV_texture_gather */ + +#ifndef GL_QCOM_alpha_test +#define GL_QCOM_alpha_test 1 +#define GL_ALPHA_TEST_QCOM 0x0BC0 +#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 +#define GL_ALPHA_TEST_REF_QCOM 0x0BC2 +typedef void (GL_APIENTRYP PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glAlphaFuncQCOM (GLenum func, GLclampf ref); +#endif +#endif /* GL_QCOM_alpha_test */ + +#ifndef GL_QCOM_binning_control +#define GL_QCOM_binning_control 1 +#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 +#define GL_CPU_OPTIMIZED_QCOM 0x8FB1 +#define GL_GPU_OPTIMIZED_QCOM 0x8FB2 +#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 +#endif /* GL_QCOM_binning_control */ + +#ifndef GL_QCOM_driver_control +#define GL_QCOM_driver_control 1 +typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint *num, GLsizei size, GLuint *driverControls); +typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); +typedef void (GL_APIENTRYP PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); +typedef void (GL_APIENTRYP PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetDriverControlsQCOM (GLint *num, GLsizei size, GLuint *driverControls); +GL_APICALL void GL_APIENTRY glGetDriverControlStringQCOM (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); +GL_APICALL void GL_APIENTRY glEnableDriverControlQCOM (GLuint driverControl); +GL_APICALL void GL_APIENTRY glDisableDriverControlQCOM (GLuint driverControl); +#endif +#endif /* GL_QCOM_driver_control */ + +#ifndef GL_QCOM_extended_get +#define GL_QCOM_extended_get 1 +#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 +#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 +#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 +#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 +#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 +#define GL_TEXTURE_TYPE_QCOM 0x8BD7 +#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 +#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 +#define GL_TEXTURE_TARGET_QCOM 0x8BDA +#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB +#define GL_STATE_RESTORE 0x8BDC +typedef void (GL_APIENTRYP PFNGLEXTGETTEXTURESQCOMPROC) (GLuint *textures, GLint maxTextures, GLint *numTextures); +typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERSQCOMPROC) (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); +typedef void (GL_APIENTRYP PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); +typedef void (GL_APIENTRYP PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); +typedef void (GL_APIENTRYP PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); +typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glExtGetTexturesQCOM (GLuint *textures, GLint maxTextures, GLint *numTextures); +GL_APICALL void GL_APIENTRY glExtGetBuffersQCOM (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); +GL_APICALL void GL_APIENTRY glExtGetRenderbuffersQCOM (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); +GL_APICALL void GL_APIENTRY glExtGetFramebuffersQCOM (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); +GL_APICALL void GL_APIENTRY glExtGetTexLevelParameterivQCOM (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glExtTexObjectStateOverrideiQCOM (GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glExtGetTexSubImageQCOM (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); +GL_APICALL void GL_APIENTRY glExtGetBufferPointervQCOM (GLenum target, void **params); +#endif +#endif /* GL_QCOM_extended_get */ + +#ifndef GL_QCOM_extended_get2 +#define GL_QCOM_extended_get2 1 +typedef void (GL_APIENTRYP PFNGLEXTGETSHADERSQCOMPROC) (GLuint *shaders, GLint maxShaders, GLint *numShaders); +typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint *programs, GLint maxPrograms, GLint *numPrograms); +typedef GLboolean (GL_APIENTRYP PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar *source, GLint *length); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glExtGetShadersQCOM (GLuint *shaders, GLint maxShaders, GLint *numShaders); +GL_APICALL void GL_APIENTRY glExtGetProgramsQCOM (GLuint *programs, GLint maxPrograms, GLint *numPrograms); +GL_APICALL GLboolean GL_APIENTRY glExtIsProgramBinaryQCOM (GLuint program); +GL_APICALL void GL_APIENTRY glExtGetProgramBinarySourceQCOM (GLuint program, GLenum shadertype, GLchar *source, GLint *length); +#endif +#endif /* GL_QCOM_extended_get2 */ + +#ifndef GL_QCOM_frame_extrapolation +#define GL_QCOM_frame_extrapolation 1 +typedef void (GL_APIENTRYP PFNGLEXTRAPOLATETEX2DQCOMPROC) (GLuint src1, GLuint src2, GLuint output, GLfloat scaleFactor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glExtrapolateTex2DQCOM (GLuint src1, GLuint src2, GLuint output, GLfloat scaleFactor); +#endif +#endif /* GL_QCOM_frame_extrapolation */ + +#ifndef GL_QCOM_framebuffer_foveated +#define GL_QCOM_framebuffer_foveated 1 +#define GL_FOVEATION_ENABLE_BIT_QCOM 0x00000001 +#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x00000002 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferFoveationConfigQCOM (GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); +GL_APICALL void GL_APIENTRY glFramebufferFoveationParametersQCOM (GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#endif +#endif /* GL_QCOM_framebuffer_foveated */ + +#ifndef GL_QCOM_motion_estimation +#define GL_QCOM_motion_estimation 1 +#define GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM 0x8C90 +#define GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM 0x8C91 +typedef void (GL_APIENTRYP PFNGLTEXESTIMATEMOTIONQCOMPROC) (GLuint ref, GLuint target, GLuint output); +typedef void (GL_APIENTRYP PFNGLTEXESTIMATEMOTIONREGIONSQCOMPROC) (GLuint ref, GLuint target, GLuint output, GLuint mask); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexEstimateMotionQCOM (GLuint ref, GLuint target, GLuint output); +GL_APICALL void GL_APIENTRY glTexEstimateMotionRegionsQCOM (GLuint ref, GLuint target, GLuint output, GLuint mask); +#endif +#endif /* GL_QCOM_motion_estimation */ + +#ifndef GL_QCOM_perfmon_global_mode +#define GL_QCOM_perfmon_global_mode 1 +#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 +#endif /* GL_QCOM_perfmon_global_mode */ + +#ifndef GL_QCOM_render_shared_exponent +#define GL_QCOM_render_shared_exponent 1 +#endif /* GL_QCOM_render_shared_exponent */ + +#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent +#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 +#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierQCOM (void); +#endif +#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ + +#ifndef GL_QCOM_shader_framebuffer_fetch_rate +#define GL_QCOM_shader_framebuffer_fetch_rate 1 +#endif /* GL_QCOM_shader_framebuffer_fetch_rate */ + +#ifndef GL_QCOM_shading_rate +#define GL_QCOM_shading_rate 1 +#define GL_SHADING_RATE_QCOM 0x96A4 +#define GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM 0x96A5 +#define GL_SHADING_RATE_1X1_PIXELS_QCOM 0x96A6 +#define GL_SHADING_RATE_1X2_PIXELS_QCOM 0x96A7 +#define GL_SHADING_RATE_2X1_PIXELS_QCOM 0x96A8 +#define GL_SHADING_RATE_2X2_PIXELS_QCOM 0x96A9 +#define GL_SHADING_RATE_4X2_PIXELS_QCOM 0x96AC +#define GL_SHADING_RATE_4X4_PIXELS_QCOM 0x96AE +typedef void (GL_APIENTRYP PFNGLSHADINGRATEQCOMPROC) (GLenum rate); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glShadingRateQCOM (GLenum rate); +#endif +#endif /* GL_QCOM_shading_rate */ + +#ifndef GL_QCOM_texture_foveated +#define GL_QCOM_texture_foveated 1 +#define GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM 0x8BFB +#define GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM 0x8BFC +#define GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM 0x8BFD +#define GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM 0x8BFE +#define GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM 0x8BFF +typedef void (GL_APIENTRYP PFNGLTEXTUREFOVEATIONPARAMETERSQCOMPROC) (GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTextureFoveationParametersQCOM (GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#endif +#endif /* GL_QCOM_texture_foveated */ + +#ifndef GL_QCOM_texture_foveated2 +#define GL_QCOM_texture_foveated2 1 +#define GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM 0x96A0 +#endif /* GL_QCOM_texture_foveated2 */ + +#ifndef GL_QCOM_texture_foveated_subsampled_layout +#define GL_QCOM_texture_foveated_subsampled_layout 1 +#define GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM 0x00000004 +#define GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM 0x8FA1 +#endif /* GL_QCOM_texture_foveated_subsampled_layout */ + +#ifndef GL_QCOM_tiled_rendering +#define GL_QCOM_tiled_rendering 1 +#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 +#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 +#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 +#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 +#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 +#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 +#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 +#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 +#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 +#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 +#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 +#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 +#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 +#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 +#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 +#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 +#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 +#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 +#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 +#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 +#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 +#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 +#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 +#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 +#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 +#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 +#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 +#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 +#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 +#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 +#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 +#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 +typedef void (GL_APIENTRYP PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); +typedef void (GL_APIENTRYP PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glStartTilingQCOM (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); +GL_APICALL void GL_APIENTRY glEndTilingQCOM (GLbitfield preserveMask); +#endif +#endif /* GL_QCOM_tiled_rendering */ + +#ifndef GL_QCOM_writeonly_rendering +#define GL_QCOM_writeonly_rendering 1 +#define GL_WRITEONLY_RENDERING_QCOM 0x8823 +#endif /* GL_QCOM_writeonly_rendering */ + +#ifndef GL_VIV_shader_binary +#define GL_VIV_shader_binary 1 +#define GL_SHADER_BINARY_VIV 0x8FC4 +#endif /* GL_VIV_shader_binary */ + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2platform.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2platform.h new file mode 100644 index 0000000..426796e --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_gl2platform.h @@ -0,0 +1,27 @@ +#ifndef __gl2platform_h_ +#define __gl2platform_h_ + +/* +** Copyright 2017-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * Please contribute modifications back to Khronos as pull requests on the + * public github repository: + * https://github.com/KhronosGroup/OpenGL-Registry + */ + +/*#include */ + +#ifndef GL_APICALL +#define GL_APICALL KHRONOS_APICALL +#endif + +#ifndef GL_APIENTRY +#define GL_APIENTRY KHRONOS_APIENTRY +#endif + +#endif /* __gl2platform_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_khrplatform.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_khrplatform.h new file mode 100644 index 0000000..0164644 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_opengles2_khrplatform.h @@ -0,0 +1,311 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_pen.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_pen.h new file mode 100644 index 0000000..5182eeb --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_pen.h @@ -0,0 +1,127 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryPen + * + * SDL pen event handling. + * + * SDL provides an API for pressure-sensitive pen (stylus and/or eraser) + * handling, e.g., for input and drawing tablets or suitably equipped mobile / + * tablet devices. + * + * To get started with pens, simply handle SDL_EVENT_PEN_* events. When a pen + * starts providing input, SDL will assign it a unique SDL_PenID, which will + * remain for the life of the process, as long as the pen stays connected. + * + * Pens may provide more than simple touch input; they might have other axes, + * such as pressure, tilt, rotation, etc. + */ + +#ifndef SDL_pen_h_ +#define SDL_pen_h_ + +#include +#include +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL pen instance IDs. + * + * Zero is used to signify an invalid/null device. + * + * These show up in pen events when SDL sees input from them. They remain + * consistent as long as SDL can recognize a tool to be the same pen; but if a + * pen physically leaves the area and returns, it might get a new ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_PenID; + +/** + * The SDL_MouseID for mouse events simulated with pen input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PEN_MOUSEID ((SDL_MouseID)-2) + +/** + * The SDL_TouchID for touch events simulated with pen input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PEN_TOUCHID ((SDL_TouchID)-2) + + +/** + * Pen input flags, as reported by various pen events' `pen_state` field. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_PenInputFlags; + +#define SDL_PEN_INPUT_DOWN (1u << 0) /**< pen is pressed down */ +#define SDL_PEN_INPUT_BUTTON_1 (1u << 1) /**< button 1 is pressed */ +#define SDL_PEN_INPUT_BUTTON_2 (1u << 2) /**< button 2 is pressed */ +#define SDL_PEN_INPUT_BUTTON_3 (1u << 3) /**< button 3 is pressed */ +#define SDL_PEN_INPUT_BUTTON_4 (1u << 4) /**< button 4 is pressed */ +#define SDL_PEN_INPUT_BUTTON_5 (1u << 5) /**< button 5 is pressed */ +#define SDL_PEN_INPUT_ERASER_TIP (1u << 30) /**< eraser tip is used */ + +/** + * Pen axis indices. + * + * These are the valid values for the `axis` field in SDL_PenAxisEvent. All + * axes are either normalised to 0..1 or report a (positive or negative) angle + * in degrees, with 0.0 representing the centre. Not all pens/backends support + * all axes: unsupported axes are always zero. + * + * To convert angles for tilt and rotation into vector representation, use + * SDL_sinf on the XTILT, YTILT, or ROTATION component, for example: + * + * `SDL_sinf(xtilt * SDL_PI_F / 180.0)`. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PenAxis +{ + SDL_PEN_AXIS_PRESSURE, /**< Pen pressure. Unidirectional: 0 to 1.0 */ + SDL_PEN_AXIS_XTILT, /**< Pen horizontal tilt angle. Bidirectional: -90.0 to 90.0 (left-to-right). */ + SDL_PEN_AXIS_YTILT, /**< Pen vertical tilt angle. Bidirectional: -90.0 to 90.0 (top-to-down). */ + SDL_PEN_AXIS_DISTANCE, /**< Pen distance to drawing surface. Unidirectional: 0.0 to 1.0 */ + SDL_PEN_AXIS_ROTATION, /**< Pen barrel rotation. Bidirectional: -180 to 179.9 (clockwise, 0 is facing up, -180.0 is facing down). */ + SDL_PEN_AXIS_SLIDER, /**< Pen finger wheel or slider (e.g., Airbrush Pen). Unidirectional: 0 to 1.0 */ + SDL_PEN_AXIS_TANGENTIAL_PRESSURE, /**< Pressure from squeezing the pen ("barrel pressure"). */ + SDL_PEN_AXIS_COUNT /**< Total known pen axis types in this version of SDL. This number may grow in future releases! */ +} SDL_PenAxis; + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif + +#endif /* SDL_pen_h_ */ + diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_pixels.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_pixels.h new file mode 100644 index 0000000..4127ac0 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_pixels.h @@ -0,0 +1,1441 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryPixels + * + * SDL offers facilities for pixel management. + * + * Largely these facilities deal with pixel _format_: what does this set of + * bits represent? + * + * If you mostly want to think of a pixel as some combination of red, green, + * blue, and maybe alpha intensities, this is all pretty straightforward, and + * in many cases, is enough information to build a perfectly fine game. + * + * However, the actual definition of a pixel is more complex than that: + * + * Pixels are a representation of a color in a particular color space. + * + * The first characteristic of a color space is the color type. SDL + * understands two different color types, RGB and YCbCr, or in SDL also + * referred to as YUV. + * + * RGB colors consist of red, green, and blue channels of color that are added + * together to represent the colors we see on the screen. + * + * https://en.wikipedia.org/wiki/RGB_color_model + * + * YCbCr colors represent colors as a Y luma brightness component and red and + * blue chroma color offsets. This color representation takes advantage of the + * fact that the human eye is more sensitive to brightness than the color in + * an image. The Cb and Cr components are often compressed and have lower + * resolution than the luma component. + * + * https://en.wikipedia.org/wiki/YCbCr + * + * When the color information in YCbCr is compressed, the Y pixels are left at + * full resolution and each Cr and Cb pixel represents an average of the color + * information in a block of Y pixels. The chroma location determines where in + * that block of pixels the color information is coming from. + * + * The color range defines how much of the pixel to use when converting a + * pixel into a color on the display. When the full color range is used, the + * entire numeric range of the pixel bits is significant. When narrow color + * range is used, for historical reasons, the pixel uses only a portion of the + * numeric range to represent colors. + * + * The color primaries and white point are a definition of the colors in the + * color space relative to the standard XYZ color space. + * + * https://en.wikipedia.org/wiki/CIE_1931_color_space + * + * The transfer characteristic, or opto-electrical transfer function (OETF), + * is the way a color is converted from mathematically linear space into a + * non-linear output signals. + * + * https://en.wikipedia.org/wiki/Rec._709#Transfer_characteristics + * + * The matrix coefficients are used to convert between YCbCr and RGB colors. + */ + +#ifndef SDL_pixels_h_ +#define SDL_pixels_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A fully opaque 8-bit alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_TRANSPARENT + */ +#define SDL_ALPHA_OPAQUE 255 + +/** + * A fully opaque floating point alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_TRANSPARENT_FLOAT + */ +#define SDL_ALPHA_OPAQUE_FLOAT 1.0f + +/** + * A fully transparent 8-bit alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_OPAQUE + */ +#define SDL_ALPHA_TRANSPARENT 0 + +/** + * A fully transparent floating point alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_OPAQUE_FLOAT + */ +#define SDL_ALPHA_TRANSPARENT_FLOAT 0.0f + +/** + * Pixel type. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PixelType +{ + SDL_PIXELTYPE_UNKNOWN, + SDL_PIXELTYPE_INDEX1, + SDL_PIXELTYPE_INDEX4, + SDL_PIXELTYPE_INDEX8, + SDL_PIXELTYPE_PACKED8, + SDL_PIXELTYPE_PACKED16, + SDL_PIXELTYPE_PACKED32, + SDL_PIXELTYPE_ARRAYU8, + SDL_PIXELTYPE_ARRAYU16, + SDL_PIXELTYPE_ARRAYU32, + SDL_PIXELTYPE_ARRAYF16, + SDL_PIXELTYPE_ARRAYF32, + /* appended at the end for compatibility with sdl2-compat: */ + SDL_PIXELTYPE_INDEX2 +} SDL_PixelType; + +/** + * Bitmap pixel order, high bit -> low bit. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_BitmapOrder +{ + SDL_BITMAPORDER_NONE, + SDL_BITMAPORDER_4321, + SDL_BITMAPORDER_1234 +} SDL_BitmapOrder; + +/** + * Packed component order, high bit -> low bit. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PackedOrder +{ + SDL_PACKEDORDER_NONE, + SDL_PACKEDORDER_XRGB, + SDL_PACKEDORDER_RGBX, + SDL_PACKEDORDER_ARGB, + SDL_PACKEDORDER_RGBA, + SDL_PACKEDORDER_XBGR, + SDL_PACKEDORDER_BGRX, + SDL_PACKEDORDER_ABGR, + SDL_PACKEDORDER_BGRA +} SDL_PackedOrder; + +/** + * Array component order, low byte -> high byte. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ArrayOrder +{ + SDL_ARRAYORDER_NONE, + SDL_ARRAYORDER_RGB, + SDL_ARRAYORDER_RGBA, + SDL_ARRAYORDER_ARGB, + SDL_ARRAYORDER_BGR, + SDL_ARRAYORDER_BGRA, + SDL_ARRAYORDER_ABGR +} SDL_ArrayOrder; + +/** + * Packed component layout. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PackedLayout +{ + SDL_PACKEDLAYOUT_NONE, + SDL_PACKEDLAYOUT_332, + SDL_PACKEDLAYOUT_4444, + SDL_PACKEDLAYOUT_1555, + SDL_PACKEDLAYOUT_5551, + SDL_PACKEDLAYOUT_565, + SDL_PACKEDLAYOUT_8888, + SDL_PACKEDLAYOUT_2101010, + SDL_PACKEDLAYOUT_1010102 +} SDL_PackedLayout; + +/** + * A macro for defining custom FourCC pixel formats. + * + * For example, defining SDL_PIXELFORMAT_YV12 looks like this: + * + * ```c + * SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2') + * ``` + * + * \param A the first character of the FourCC code. + * \param B the second character of the FourCC code. + * \param C the third character of the FourCC code. + * \param D the fourth character of the FourCC code. + * \returns a format value in the style of SDL_PixelFormat. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) + +/** + * A macro for defining custom non-FourCC pixel formats. + * + * For example, defining SDL_PIXELFORMAT_RGBA8888 looks like this: + * + * ```c + * SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_8888, 32, 4) + * ``` + * + * \param type the type of the new format, probably a SDL_PixelType value. + * \param order the order of the new format, probably a SDL_BitmapOrder, + * SDL_PackedOrder, or SDL_ArrayOrder value. + * \param layout the layout of the new format, probably an SDL_PackedLayout + * value or zero. + * \param bits the number of bits per pixel of the new format. + * \param bytes the number of bytes per pixel of the new format. + * \returns a format value in the style of SDL_PixelFormat. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \ + ((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \ + ((bits) << 8) | ((bytes) << 0)) + +/** + * A macro to retrieve the flags of an SDL_PixelFormat. + * + * This macro is generally not needed directly by an app, which should use + * specific tests, like SDL_ISPIXELFORMAT_FOURCC, instead. + * + * \param format an SDL_PixelFormat to check. + * \returns the flags of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELFLAG(format) (((format) >> 28) & 0x0F) + +/** + * A macro to retrieve the type of an SDL_PixelFormat. + * + * This is usually a value from the SDL_PixelType enumeration. + * + * \param format an SDL_PixelFormat to check. + * \returns the type of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELTYPE(format) (((format) >> 24) & 0x0F) + +/** + * A macro to retrieve the order of an SDL_PixelFormat. + * + * This is usually a value from the SDL_BitmapOrder, SDL_PackedOrder, or + * SDL_ArrayOrder enumerations, depending on the format type. + * + * \param format an SDL_PixelFormat to check. + * \returns the order of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELORDER(format) (((format) >> 20) & 0x0F) + +/** + * A macro to retrieve the layout of an SDL_PixelFormat. + * + * This is usually a value from the SDL_PackedLayout enumeration, or zero if a + * layout doesn't make sense for the format type. + * + * \param format an SDL_PixelFormat to check. + * \returns the layout of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELLAYOUT(format) (((format) >> 16) & 0x0F) + +/** + * A macro to determine an SDL_PixelFormat's bits per pixel. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * FourCC formats will report zero here, as it rarely makes sense to measure + * them per-pixel. + * + * \param format an SDL_PixelFormat to check. + * \returns the bits-per-pixel of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BYTESPERPIXEL + */ +#define SDL_BITSPERPIXEL(format) \ + (SDL_ISPIXELFORMAT_FOURCC(format) ? 0 : (((format) >> 8) & 0xFF)) + +/** + * A macro to determine an SDL_PixelFormat's bytes per pixel. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * FourCC formats do their best here, but many of them don't have a meaningful + * measurement of bytes per pixel. + * + * \param format an SDL_PixelFormat to check. + * \returns the bytes-per-pixel of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BITSPERPIXEL + */ +#define SDL_BYTESPERPIXEL(format) \ + (SDL_ISPIXELFORMAT_FOURCC(format) ? \ + ((((format) == SDL_PIXELFORMAT_YUY2) || \ + ((format) == SDL_PIXELFORMAT_UYVY) || \ + ((format) == SDL_PIXELFORMAT_YVYU) || \ + ((format) == SDL_PIXELFORMAT_P010)) ? 2 : 1) : (((format) >> 0) & 0xFF)) + + +/** + * A macro to determine if an SDL_PixelFormat is an indexed format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is indexed, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_INDEXED(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8))) + +/** + * A macro to determine if an SDL_PixelFormat is a packed format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is packed, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_PACKED(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32))) + +/** + * A macro to determine if an SDL_PixelFormat is an array format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is an array, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_ARRAY(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) + +/** + * A macro to determine if an SDL_PixelFormat is a 10-bit format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is 10-bit, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_10BIT(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32) && \ + (SDL_PIXELLAYOUT(format) == SDL_PACKEDLAYOUT_2101010))) + +/** + * A macro to determine if an SDL_PixelFormat is a floating point format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is 10-bit, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_FLOAT(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) + +/** + * A macro to determine if an SDL_PixelFormat has an alpha channel. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format has alpha, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_ALPHA(format) \ + ((SDL_ISPIXELFORMAT_PACKED(format) && \ + ((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \ + (SDL_ISPIXELFORMAT_ARRAY(format) && \ + ((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA)))) + + +/** + * A macro to determine if an SDL_PixelFormat is a "FourCC" format. + * + * This covers custom and other unusual formats. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format has alpha, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_FOURCC(format) /* The flag is set to 1 because 0x1? is not in the printable ASCII range */ \ + ((format) && (SDL_PIXELFLAG(format) != 1)) + +/* Note: If you modify this enum, update SDL_GetPixelFormatName() */ + +/** + * Pixel format. + * + * SDL's pixel formats have the following naming convention: + * + * - Names with a list of components and a single bit count, such as RGB24 and + * ABGR32, define a platform-independent encoding into bytes in the order + * specified. For example, in RGB24 data, each pixel is encoded in 3 bytes + * (red, green, blue) in that order, and in ABGR32 data, each pixel is + * encoded in 4 bytes alpha, blue, green, red) in that order. Use these + * names if the property of a format that is important to you is the order + * of the bytes in memory or on disk. + * - Names with a bit count per component, such as ARGB8888 and XRGB1555, are + * "packed" into an appropriately-sized integer in the platform's native + * endianness. For example, ARGB8888 is a sequence of 32-bit integers; in + * each integer, the most significant bits are alpha, and the least + * significant bits are blue. On a little-endian CPU such as x86, the least + * significant bits of each integer are arranged first in memory, but on a + * big-endian CPU such as s390x, the most significant bits are arranged + * first. Use these names if the property of a format that is important to + * you is the meaning of each bit position within a native-endianness + * integer. + * - In indexed formats such as INDEX4LSB, each pixel is represented by + * encoding an index into the palette into the indicated number of bits, + * with multiple pixels packed into each byte if appropriate. In LSB + * formats, the first (leftmost) pixel is stored in the least-significant + * bits of the byte; in MSB formats, it's stored in the most-significant + * bits. INDEX8 does not need LSB/MSB variants, because each pixel exactly + * fills one byte. + * + * The 32-bit byte-array encodings such as RGBA32 are aliases for the + * appropriate 8888 encoding for the current platform. For example, RGBA32 is + * an alias for ABGR8888 on little-endian CPUs like x86, or an alias for + * RGBA8888 on big-endian CPUs. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PixelFormat +{ + SDL_PIXELFORMAT_UNKNOWN = 0, + SDL_PIXELFORMAT_INDEX1LSB = 0x11100100u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0, 1, 0), */ + SDL_PIXELFORMAT_INDEX1MSB = 0x11200100u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0, 1, 0), */ + SDL_PIXELFORMAT_INDEX2LSB = 0x1c100200u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0, 2, 0), */ + SDL_PIXELFORMAT_INDEX2MSB = 0x1c200200u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0, 2, 0), */ + SDL_PIXELFORMAT_INDEX4LSB = 0x12100400u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0, 4, 0), */ + SDL_PIXELFORMAT_INDEX4MSB = 0x12200400u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0, 4, 0), */ + SDL_PIXELFORMAT_INDEX8 = 0x13000801u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1), */ + SDL_PIXELFORMAT_RGB332 = 0x14110801u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_332, 8, 1), */ + SDL_PIXELFORMAT_XRGB4444 = 0x15120c02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_4444, 12, 2), */ + SDL_PIXELFORMAT_XBGR4444 = 0x15520c02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_4444, 12, 2), */ + SDL_PIXELFORMAT_XRGB1555 = 0x15130f02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_1555, 15, 2), */ + SDL_PIXELFORMAT_XBGR1555 = 0x15530f02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_1555, 15, 2), */ + SDL_PIXELFORMAT_ARGB4444 = 0x15321002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_RGBA4444 = 0x15421002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_ABGR4444 = 0x15721002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_BGRA4444 = 0x15821002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_ARGB1555 = 0x15331002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_1555, 16, 2), */ + SDL_PIXELFORMAT_RGBA5551 = 0x15441002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_5551, 16, 2), */ + SDL_PIXELFORMAT_ABGR1555 = 0x15731002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_1555, 16, 2), */ + SDL_PIXELFORMAT_BGRA5551 = 0x15841002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_5551, 16, 2), */ + SDL_PIXELFORMAT_RGB565 = 0x15151002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_565, 16, 2), */ + SDL_PIXELFORMAT_BGR565 = 0x15551002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_565, 16, 2), */ + SDL_PIXELFORMAT_RGB24 = 0x17101803u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0, 24, 3), */ + SDL_PIXELFORMAT_BGR24 = 0x17401803u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, 24, 3), */ + SDL_PIXELFORMAT_XRGB8888 = 0x16161804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_RGBX8888 = 0x16261804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_XBGR8888 = 0x16561804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_BGRX8888 = 0x16661804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_ARGB8888 = 0x16362004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_RGBA8888 = 0x16462004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_ABGR8888 = 0x16762004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_BGRA8888 = 0x16862004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_XRGB2101010 = 0x16172004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_XBGR2101010 = 0x16572004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_ARGB2101010 = 0x16372004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_ABGR2101010 = 0x16772004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_RGB48 = 0x18103006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_RGB, 0, 48, 6), */ + SDL_PIXELFORMAT_BGR48 = 0x18403006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_BGR, 0, 48, 6), */ + SDL_PIXELFORMAT_RGBA64 = 0x18204008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_RGBA, 0, 64, 8), */ + SDL_PIXELFORMAT_ARGB64 = 0x18304008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_ARGB, 0, 64, 8), */ + SDL_PIXELFORMAT_BGRA64 = 0x18504008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_BGRA, 0, 64, 8), */ + SDL_PIXELFORMAT_ABGR64 = 0x18604008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_ABGR, 0, 64, 8), */ + SDL_PIXELFORMAT_RGB48_FLOAT = 0x1a103006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_RGB, 0, 48, 6), */ + SDL_PIXELFORMAT_BGR48_FLOAT = 0x1a403006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_BGR, 0, 48, 6), */ + SDL_PIXELFORMAT_RGBA64_FLOAT = 0x1a204008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_RGBA, 0, 64, 8), */ + SDL_PIXELFORMAT_ARGB64_FLOAT = 0x1a304008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_ARGB, 0, 64, 8), */ + SDL_PIXELFORMAT_BGRA64_FLOAT = 0x1a504008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_BGRA, 0, 64, 8), */ + SDL_PIXELFORMAT_ABGR64_FLOAT = 0x1a604008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_ABGR, 0, 64, 8), */ + SDL_PIXELFORMAT_RGB96_FLOAT = 0x1b10600cu, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_RGB, 0, 96, 12), */ + SDL_PIXELFORMAT_BGR96_FLOAT = 0x1b40600cu, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_BGR, 0, 96, 12), */ + SDL_PIXELFORMAT_RGBA128_FLOAT = 0x1b208010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_RGBA, 0, 128, 16), */ + SDL_PIXELFORMAT_ARGB128_FLOAT = 0x1b308010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_ARGB, 0, 128, 16), */ + SDL_PIXELFORMAT_BGRA128_FLOAT = 0x1b508010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_BGRA, 0, 128, 16), */ + SDL_PIXELFORMAT_ABGR128_FLOAT = 0x1b608010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_ABGR, 0, 128, 16), */ + + SDL_PIXELFORMAT_YV12 = 0x32315659u, /**< Planar mode: Y + V + U (3 planes) */ + /* SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'), */ + SDL_PIXELFORMAT_IYUV = 0x56555949u, /**< Planar mode: Y + U + V (3 planes) */ + /* SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'), */ + SDL_PIXELFORMAT_YUY2 = 0x32595559u, /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */ + /* SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'), */ + SDL_PIXELFORMAT_UYVY = 0x59565955u, /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */ + /* SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'), */ + SDL_PIXELFORMAT_YVYU = 0x55595659u, /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */ + /* SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'), */ + SDL_PIXELFORMAT_NV12 = 0x3231564eu, /**< Planar mode: Y + U/V interleaved (2 planes) */ + /* SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'), */ + SDL_PIXELFORMAT_NV21 = 0x3132564eu, /**< Planar mode: Y + V/U interleaved (2 planes) */ + /* SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'), */ + SDL_PIXELFORMAT_P010 = 0x30313050u, /**< Planar mode: Y + U/V interleaved (2 planes) */ + /* SDL_DEFINE_PIXELFOURCC('P', '0', '1', '0'), */ + SDL_PIXELFORMAT_EXTERNAL_OES = 0x2053454fu, /**< Android video texture format */ + /* SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') */ + + SDL_PIXELFORMAT_MJPG = 0x47504a4du, /**< Motion JPEG */ + /* SDL_DEFINE_PIXELFOURCC('M', 'J', 'P', 'G') */ + + /* Aliases for RGBA byte arrays of color data, for the current platform */ + #if SDL_BYTEORDER == SDL_BIG_ENDIAN + SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888, + SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888, + SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888, + SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888, + SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888 + #else + SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888, + SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888, + SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888, + SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888, + SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888 + #endif +} SDL_PixelFormat; + +/** + * Colorspace color type. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ColorType +{ + SDL_COLOR_TYPE_UNKNOWN = 0, + SDL_COLOR_TYPE_RGB = 1, + SDL_COLOR_TYPE_YCBCR = 2 +} SDL_ColorType; + +/** + * Colorspace color range, as described by + * https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ColorRange +{ + SDL_COLOR_RANGE_UNKNOWN = 0, + SDL_COLOR_RANGE_LIMITED = 1, /**< Narrow range, e.g. 16-235 for 8-bit RGB and luma, and 16-240 for 8-bit chroma */ + SDL_COLOR_RANGE_FULL = 2 /**< Full range, e.g. 0-255 for 8-bit RGB and luma, and 1-255 for 8-bit chroma */ +} SDL_ColorRange; + +/** + * Colorspace color primaries, as described by + * https://www.itu.int/rec/T-REC-H.273-201612-S/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ColorPrimaries +{ + SDL_COLOR_PRIMARIES_UNKNOWN = 0, + SDL_COLOR_PRIMARIES_BT709 = 1, /**< ITU-R BT.709-6 */ + SDL_COLOR_PRIMARIES_UNSPECIFIED = 2, + SDL_COLOR_PRIMARIES_BT470M = 4, /**< ITU-R BT.470-6 System M */ + SDL_COLOR_PRIMARIES_BT470BG = 5, /**< ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625 */ + SDL_COLOR_PRIMARIES_BT601 = 6, /**< ITU-R BT.601-7 525, SMPTE 170M */ + SDL_COLOR_PRIMARIES_SMPTE240 = 7, /**< SMPTE 240M, functionally the same as SDL_COLOR_PRIMARIES_BT601 */ + SDL_COLOR_PRIMARIES_GENERIC_FILM = 8, /**< Generic film (color filters using Illuminant C) */ + SDL_COLOR_PRIMARIES_BT2020 = 9, /**< ITU-R BT.2020-2 / ITU-R BT.2100-0 */ + SDL_COLOR_PRIMARIES_XYZ = 10, /**< SMPTE ST 428-1 */ + SDL_COLOR_PRIMARIES_SMPTE431 = 11, /**< SMPTE RP 431-2 */ + SDL_COLOR_PRIMARIES_SMPTE432 = 12, /**< SMPTE EG 432-1 / DCI P3 */ + SDL_COLOR_PRIMARIES_EBU3213 = 22, /**< EBU Tech. 3213-E */ + SDL_COLOR_PRIMARIES_CUSTOM = 31 +} SDL_ColorPrimaries; + +/** + * Colorspace transfer characteristics. + * + * These are as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_TransferCharacteristics +{ + SDL_TRANSFER_CHARACTERISTICS_UNKNOWN = 0, + SDL_TRANSFER_CHARACTERISTICS_BT709 = 1, /**< Rec. ITU-R BT.709-6 / ITU-R BT1361 */ + SDL_TRANSFER_CHARACTERISTICS_UNSPECIFIED = 2, + SDL_TRANSFER_CHARACTERISTICS_GAMMA22 = 4, /**< ITU-R BT.470-6 System M / ITU-R BT1700 625 PAL & SECAM */ + SDL_TRANSFER_CHARACTERISTICS_GAMMA28 = 5, /**< ITU-R BT.470-6 System B, G */ + SDL_TRANSFER_CHARACTERISTICS_BT601 = 6, /**< SMPTE ST 170M / ITU-R BT.601-7 525 or 625 */ + SDL_TRANSFER_CHARACTERISTICS_SMPTE240 = 7, /**< SMPTE ST 240M */ + SDL_TRANSFER_CHARACTERISTICS_LINEAR = 8, + SDL_TRANSFER_CHARACTERISTICS_LOG100 = 9, + SDL_TRANSFER_CHARACTERISTICS_LOG100_SQRT10 = 10, + SDL_TRANSFER_CHARACTERISTICS_IEC61966 = 11, /**< IEC 61966-2-4 */ + SDL_TRANSFER_CHARACTERISTICS_BT1361 = 12, /**< ITU-R BT1361 Extended Colour Gamut */ + SDL_TRANSFER_CHARACTERISTICS_SRGB = 13, /**< IEC 61966-2-1 (sRGB or sYCC) */ + SDL_TRANSFER_CHARACTERISTICS_BT2020_10BIT = 14, /**< ITU-R BT2020 for 10-bit system */ + SDL_TRANSFER_CHARACTERISTICS_BT2020_12BIT = 15, /**< ITU-R BT2020 for 12-bit system */ + SDL_TRANSFER_CHARACTERISTICS_PQ = 16, /**< SMPTE ST 2084 for 10-, 12-, 14- and 16-bit systems */ + SDL_TRANSFER_CHARACTERISTICS_SMPTE428 = 17, /**< SMPTE ST 428-1 */ + SDL_TRANSFER_CHARACTERISTICS_HLG = 18, /**< ARIB STD-B67, known as "hybrid log-gamma" (HLG) */ + SDL_TRANSFER_CHARACTERISTICS_CUSTOM = 31 +} SDL_TransferCharacteristics; + +/** + * Colorspace matrix coefficients. + * + * These are as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_MatrixCoefficients +{ + SDL_MATRIX_COEFFICIENTS_IDENTITY = 0, + SDL_MATRIX_COEFFICIENTS_BT709 = 1, /**< ITU-R BT.709-6 */ + SDL_MATRIX_COEFFICIENTS_UNSPECIFIED = 2, + SDL_MATRIX_COEFFICIENTS_FCC = 4, /**< US FCC Title 47 */ + SDL_MATRIX_COEFFICIENTS_BT470BG = 5, /**< ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625, functionally the same as SDL_MATRIX_COEFFICIENTS_BT601 */ + SDL_MATRIX_COEFFICIENTS_BT601 = 6, /**< ITU-R BT.601-7 525 */ + SDL_MATRIX_COEFFICIENTS_SMPTE240 = 7, /**< SMPTE 240M */ + SDL_MATRIX_COEFFICIENTS_YCGCO = 8, + SDL_MATRIX_COEFFICIENTS_BT2020_NCL = 9, /**< ITU-R BT.2020-2 non-constant luminance */ + SDL_MATRIX_COEFFICIENTS_BT2020_CL = 10, /**< ITU-R BT.2020-2 constant luminance */ + SDL_MATRIX_COEFFICIENTS_SMPTE2085 = 11, /**< SMPTE ST 2085 */ + SDL_MATRIX_COEFFICIENTS_CHROMA_DERIVED_NCL = 12, + SDL_MATRIX_COEFFICIENTS_CHROMA_DERIVED_CL = 13, + SDL_MATRIX_COEFFICIENTS_ICTCP = 14, /**< ITU-R BT.2100-0 ICTCP */ + SDL_MATRIX_COEFFICIENTS_CUSTOM = 31 +} SDL_MatrixCoefficients; + +/** + * Colorspace chroma sample location. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ChromaLocation +{ + SDL_CHROMA_LOCATION_NONE = 0, /**< RGB, no chroma sampling */ + SDL_CHROMA_LOCATION_LEFT = 1, /**< In MPEG-2, MPEG-4, and AVC, Cb and Cr are taken on midpoint of the left-edge of the 2x2 square. In other words, they have the same horizontal location as the top-left pixel, but is shifted one-half pixel down vertically. */ + SDL_CHROMA_LOCATION_CENTER = 2, /**< In JPEG/JFIF, H.261, and MPEG-1, Cb and Cr are taken at the center of the 2x2 square. In other words, they are offset one-half pixel to the right and one-half pixel down compared to the top-left pixel. */ + SDL_CHROMA_LOCATION_TOPLEFT = 3 /**< In HEVC for BT.2020 and BT.2100 content (in particular on Blu-rays), Cb and Cr are sampled at the same location as the group's top-left Y pixel ("co-sited", "co-located"). */ +} SDL_ChromaLocation; + + +/* Colorspace definition */ + +/** + * A macro for defining custom SDL_Colorspace formats. + * + * For example, defining SDL_COLORSPACE_SRGB looks like this: + * + * ```c + * SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + * SDL_COLOR_RANGE_FULL, + * SDL_COLOR_PRIMARIES_BT709, + * SDL_TRANSFER_CHARACTERISTICS_SRGB, + * SDL_MATRIX_COEFFICIENTS_IDENTITY, + * SDL_CHROMA_LOCATION_NONE) + * ``` + * + * \param type the type of the new format, probably an SDL_ColorType value. + * \param range the range of the new format, probably a SDL_ColorRange value. + * \param primaries the primaries of the new format, probably an + * SDL_ColorPrimaries value. + * \param transfer the transfer characteristics of the new format, probably an + * SDL_TransferCharacteristics value. + * \param matrix the matrix coefficients of the new format, probably an + * SDL_MatrixCoefficients value. + * \param chroma the chroma sample location of the new format, probably an + * SDL_ChromaLocation value. + * \returns a format value in the style of SDL_Colorspace. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_COLORSPACE(type, range, primaries, transfer, matrix, chroma) \ + (((Uint32)(type) << 28) | ((Uint32)(range) << 24) | ((Uint32)(chroma) << 20) | \ + ((Uint32)(primaries) << 10) | ((Uint32)(transfer) << 5) | ((Uint32)(matrix) << 0)) + +/** + * A macro to retrieve the type of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ColorType for `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACETYPE(cspace) (SDL_ColorType)(((cspace) >> 28) & 0x0F) + +/** + * A macro to retrieve the range of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ColorRange of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACERANGE(cspace) (SDL_ColorRange)(((cspace) >> 24) & 0x0F) + +/** + * A macro to retrieve the chroma sample location of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ChromaLocation of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACECHROMA(cspace) (SDL_ChromaLocation)(((cspace) >> 20) & 0x0F) + +/** + * A macro to retrieve the primaries of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ColorPrimaries of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACEPRIMARIES(cspace) (SDL_ColorPrimaries)(((cspace) >> 10) & 0x1F) + +/** + * A macro to retrieve the transfer characteristics of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_TransferCharacteristics of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACETRANSFER(cspace) (SDL_TransferCharacteristics)(((cspace) >> 5) & 0x1F) + +/** + * A macro to retrieve the matrix coefficients of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_MatrixCoefficients of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACEMATRIX(cspace) (SDL_MatrixCoefficients)((cspace) & 0x1F) + +/** + * A macro to determine if an SDL_Colorspace uses BT601 (or BT470BG) matrix + * coefficients. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if BT601 or BT470BG, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_MATRIX_BT601(cspace) (SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT601 || SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT470BG) + +/** + * A macro to determine if an SDL_Colorspace uses BT709 matrix coefficients. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if BT709, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_MATRIX_BT709(cspace) (SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT709) + +/** + * A macro to determine if an SDL_Colorspace uses BT2020_NCL matrix + * coefficients. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if BT2020_NCL, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_MATRIX_BT2020_NCL(cspace) (SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT2020_NCL) + +/** + * A macro to determine if an SDL_Colorspace has a limited range. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if limited range, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_LIMITED_RANGE(cspace) (SDL_COLORSPACERANGE(cspace) != SDL_COLOR_RANGE_FULL) + +/** + * A macro to determine if an SDL_Colorspace has a full range. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if full range, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_FULL_RANGE(cspace) (SDL_COLORSPACERANGE(cspace) == SDL_COLOR_RANGE_FULL) + +/** + * Colorspace definitions. + * + * Since similar colorspaces may vary in their details (matrix, transfer + * function, etc.), this is not an exhaustive list, but rather a + * representative sample of the kinds of colorspaces supported in SDL. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_ColorPrimaries + * \sa SDL_ColorRange + * \sa SDL_ColorType + * \sa SDL_MatrixCoefficients + * \sa SDL_TransferCharacteristics + */ +typedef enum SDL_Colorspace +{ + SDL_COLORSPACE_UNKNOWN = 0, + + /* sRGB is a gamma corrected colorspace, and the default colorspace for SDL rendering and 8-bit RGB surfaces */ + SDL_COLORSPACE_SRGB = 0x120005a0u, /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_SRGB, + SDL_MATRIX_COEFFICIENTS_IDENTITY, + SDL_CHROMA_LOCATION_NONE), */ + + /* This is a linear colorspace and the default colorspace for floating point surfaces. On Windows this is the scRGB colorspace, and on Apple platforms this is kCGColorSpaceExtendedLinearSRGB for EDR content */ + SDL_COLORSPACE_SRGB_LINEAR = 0x12000500u, /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_LINEAR, + SDL_MATRIX_COEFFICIENTS_IDENTITY, + SDL_CHROMA_LOCATION_NONE), */ + + /* HDR10 is a non-linear HDR colorspace and the default colorspace for 10-bit surfaces */ + SDL_COLORSPACE_HDR10 = 0x12002600u, /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT2020, + SDL_TRANSFER_CHARACTERISTICS_PQ, + SDL_MATRIX_COEFFICIENTS_IDENTITY, + SDL_CHROMA_LOCATION_NONE), */ + + SDL_COLORSPACE_JPEG = 0x220004c6u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_BT601, + SDL_MATRIX_COEFFICIENTS_BT601, + SDL_CHROMA_LOCATION_NONE), */ + + SDL_COLORSPACE_BT601_LIMITED = 0x211018c6u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_LIMITED, + SDL_COLOR_PRIMARIES_BT601, + SDL_TRANSFER_CHARACTERISTICS_BT601, + SDL_MATRIX_COEFFICIENTS_BT601, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT601_FULL = 0x221018c6u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT601, + SDL_TRANSFER_CHARACTERISTICS_BT601, + SDL_MATRIX_COEFFICIENTS_BT601, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT709_LIMITED = 0x21100421u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_LIMITED, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_BT709, + SDL_MATRIX_COEFFICIENTS_BT709, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT709_FULL = 0x22100421u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_BT709, + SDL_MATRIX_COEFFICIENTS_BT709, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT2020_LIMITED = 0x21102609u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_LIMITED, + SDL_COLOR_PRIMARIES_BT2020, + SDL_TRANSFER_CHARACTERISTICS_PQ, + SDL_MATRIX_COEFFICIENTS_BT2020_NCL, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT2020_FULL = 0x22102609u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT2020, + SDL_TRANSFER_CHARACTERISTICS_PQ, + SDL_MATRIX_COEFFICIENTS_BT2020_NCL, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_RGB_DEFAULT = SDL_COLORSPACE_SRGB, /**< The default colorspace for RGB surfaces if no colorspace is specified */ + SDL_COLORSPACE_YUV_DEFAULT = SDL_COLORSPACE_JPEG /**< The default colorspace for YUV surfaces if no colorspace is specified */ +} SDL_Colorspace; + +/** + * A structure that represents a color as RGBA components. + * + * The bits of this structure can be directly reinterpreted as an + * integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format + * (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and + * SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Color +{ + Uint8 r; + Uint8 g; + Uint8 b; + Uint8 a; +} SDL_Color; + +/** + * The bits of this structure can be directly reinterpreted as a float-packed + * color which uses the SDL_PIXELFORMAT_RGBA128_FLOAT format + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_FColor +{ + float r; + float g; + float b; + float a; +} SDL_FColor; + +/** + * A set of indexed colors representing a palette. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_SetPaletteColors + */ +typedef struct SDL_Palette +{ + int ncolors; /**< number of elements in `colors`. */ + SDL_Color *colors; /**< an array of colors, `ncolors` long. */ + Uint32 version; /**< internal use only, do not touch. */ + int refcount; /**< internal use only, do not touch. */ +} SDL_Palette; + +/** + * Details about the format of a pixel. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PixelFormatDetails +{ + SDL_PixelFormat format; + Uint8 bits_per_pixel; + Uint8 bytes_per_pixel; + Uint8 padding[2]; + Uint32 Rmask; + Uint32 Gmask; + Uint32 Bmask; + Uint32 Amask; + Uint8 Rbits; + Uint8 Gbits; + Uint8 Bbits; + Uint8 Abits; + Uint8 Rshift; + Uint8 Gshift; + Uint8 Bshift; + Uint8 Ashift; +} SDL_PixelFormatDetails; + +/** + * Get the human readable name of a pixel format. + * + * \param format the pixel format to query. + * \returns the human readable name of the specified pixel format or + * "SDL_PIXELFORMAT_UNKNOWN" if the format isn't recognized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetPixelFormatName(SDL_PixelFormat format); + +/** + * Convert one of the enumerated pixel formats to a bpp value and RGBA masks. + * + * \param format one of the SDL_PixelFormat values. + * \param bpp a bits per pixel value; usually 15, 16, or 32. + * \param Rmask a pointer filled in with the red mask for the format. + * \param Gmask a pointer filled in with the green mask for the format. + * \param Bmask a pointer filled in with the blue mask for the format. + * \param Amask a pointer filled in with the alpha mask for the format. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatForMasks + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetMasksForPixelFormat(SDL_PixelFormat format, int *bpp, Uint32 *Rmask, Uint32 *Gmask, Uint32 *Bmask, Uint32 *Amask); + +/** + * Convert a bpp value and RGBA masks to an enumerated pixel format. + * + * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + * possible. + * + * \param bpp a bits per pixel value; usually 15, 16, or 32. + * \param Rmask the red mask for the format. + * \param Gmask the green mask for the format. + * \param Bmask the blue mask for the format. + * \param Amask the alpha mask for the format. + * \returns the SDL_PixelFormat value corresponding to the format masks, or + * SDL_PIXELFORMAT_UNKNOWN if there isn't a match. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMasksForPixelFormat + */ +extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetPixelFormatForMasks(int bpp, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); + +/** + * Create an SDL_PixelFormatDetails structure corresponding to a pixel format. + * + * Returned structure may come from a shared global cache (i.e. not newly + * allocated), and hence should not be modified, especially the palette. Weird + * errors such as `Blit combination not supported` may occur. + * + * \param format one of the SDL_PixelFormat values. + * \returns a pointer to a SDL_PixelFormatDetails structure or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const SDL_PixelFormatDetails * SDLCALL SDL_GetPixelFormatDetails(SDL_PixelFormat format); + +/** + * Create a palette structure with the specified number of color entries. + * + * The palette entries are initialized to white. + * + * \param ncolors represents the number of color entries in the color palette. + * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + * there wasn't enough memory); call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyPalette + * \sa SDL_SetPaletteColors + * \sa SDL_SetSurfacePalette + */ +extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_CreatePalette(int ncolors); + +/** + * Set a range of colors in a palette. + * + * \param palette the SDL_Palette structure to modify. + * \param colors an array of SDL_Color structures to copy into the palette. + * \param firstcolor the index of the first palette entry to modify. + * \param ncolors the number of entries to modify. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified or destroyed in another thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPaletteColors(SDL_Palette *palette, const SDL_Color *colors, int firstcolor, int ncolors); + +/** + * Free a palette created with SDL_CreatePalette(). + * + * \param palette the SDL_Palette structure to be freed. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified or destroyed in another thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePalette + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyPalette(SDL_Palette *palette); + +/** + * Map an RGB triple to an opaque pixel value for a given pixel format. + * + * This function maps the RGB color value to the specified pixel format and + * returns the pixel value best approximating the given RGB color value for + * the given pixel format. + * + * If the format has a palette (8-bit) the index of the closest matching color + * in the palette will be returned. + * + * If the specified pixel format has an alpha component it will be returned as + * all 1 bits (fully opaque). + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGB + * \sa SDL_MapRGBA + * \sa SDL_MapSurfaceRGB + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 r, Uint8 g, Uint8 b); + +/** + * Map an RGBA quadruple to a pixel value for a given pixel format. + * + * This function maps the RGBA color value to the specified pixel format and + * returns the pixel value best approximating the given RGBA color value for + * the given pixel format. + * + * If the specified pixel format has no alpha component the alpha value will + * be ignored (as it will be in formats with a palette). + * + * If the format has a palette (8-bit) the index of the closest matching color + * in the palette will be returned. + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \param a the alpha component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapSurfaceRGBA + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Get RGB values from a pixel in the specified format. + * + * This function uses the entire 8-bit [0..255] range when converting color + * components from pixel formats with less than 8-bits per RGB component + * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + * + * \param pixel a pixel value. + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r a pointer filled in with the red component, may be NULL. + * \param g a pointer filled in with the green component, may be NULL. + * \param b a pointer filled in with the blue component, may be NULL. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 *r, Uint8 *g, Uint8 *b); + +/** + * Get RGBA values from a pixel in the specified format. + * + * This function uses the entire 8-bit [0..255] range when converting color + * components from pixel formats with less than 8-bits per RGB component + * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + * + * If the surface has no alpha component, the alpha will be returned as 0xff + * (100% opaque). + * + * \param pixel a pixel value. + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r a pointer filled in with the red component, may be NULL. + * \param g a pointer filled in with the green component, may be NULL. + * \param b a pointer filled in with the blue component, may be NULL. + * \param a a pointer filled in with the alpha component, may be NULL. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGB + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_pixels_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform.h new file mode 100644 index 0000000..e40f009 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform.h @@ -0,0 +1,64 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryPlatform + * + * SDL provides a means to identify the app's platform, both at compile time + * and runtime. + */ + +#ifndef SDL_platform_h_ +#define SDL_platform_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Get the name of the platform. + * + * Here are the names returned for some (but not all) supported platforms: + * + * - "Windows" + * - "macOS" + * - "Linux" + * - "iOS" + * - "Android" + * + * \returns the name of the platform. If the correct platform name is not + * available, returns a string beginning with the text "Unknown". + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetPlatform(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_platform_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform_defines.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform_defines.h new file mode 100644 index 0000000..6b240a8 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_platform_defines.h @@ -0,0 +1,476 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Platform */ + +/* + * SDL_platform_defines.h tries to get a standard set of platform defines. + */ + +#ifndef SDL_platform_defines_h_ +#define SDL_platform_defines_h_ + +#ifdef _AIX + +/** + * A preprocessor macro that is only defined if compiling for AIX. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_AIX 1 +#endif + +#ifdef __HAIKU__ + +/** + * A preprocessor macro that is only defined if compiling for Haiku OS. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_HAIKU 1 +#endif + +#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__) + +/** + * A preprocessor macro that is only defined if compiling for BSDi + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_BSDI 1 +#endif + +#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__) + +/** + * A preprocessor macro that is only defined if compiling for FreeBSD. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_FREEBSD 1 +#endif + +#if defined(hpux) || defined(__hpux) || defined(__hpux__) + +/** + * A preprocessor macro that is only defined if compiling for HP-UX. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_HPUX 1 +#endif + +#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE) + +/** + * A preprocessor macro that is only defined if compiling for IRIX. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_IRIX 1 +#endif + +#if (defined(linux) || defined(__linux) || defined(__linux__)) + +/** + * A preprocessor macro that is only defined if compiling for Linux. + * + * Note that Android, although ostensibly a Linux-based system, will not + * define this. It defines SDL_PLATFORM_ANDROID instead. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_LINUX 1 +#endif + +#if defined(ANDROID) || defined(__ANDROID__) + +/** + * A preprocessor macro that is only defined if compiling for Android. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_ANDROID 1 +#undef SDL_PLATFORM_LINUX +#endif + +#if defined(__unix__) || defined(__unix) || defined(unix) + +/** + * A preprocessor macro that is only defined if compiling for a Unix-like + * system. + * + * Other platforms, like Linux, might define this in addition to their primary + * define. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_UNIX 1 +#endif + +#ifdef __APPLE__ + +/** + * A preprocessor macro that is only defined if compiling for Apple platforms. + * + * iOS, macOS, etc will additionally define a more specific platform macro. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_MACOS + * \sa SDL_PLATFORM_IOS + * \sa SDL_PLATFORM_TVOS + * \sa SDL_PLATFORM_VISIONOS + */ +#define SDL_PLATFORM_APPLE 1 + +/* lets us know what version of macOS we're compiling on */ +#include +#ifndef __has_extension /* Older compilers don't support this */ + #define __has_extension(x) 0 + #include + #undef __has_extension +#else + #include +#endif + +/* Fix building with older SDKs that don't define these + See this for more information: + https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets +*/ +#ifndef TARGET_OS_MACCATALYST + #define TARGET_OS_MACCATALYST 0 +#endif +#ifndef TARGET_OS_IOS + #define TARGET_OS_IOS 0 +#endif +#ifndef TARGET_OS_IPHONE + #define TARGET_OS_IPHONE 0 +#endif +#ifndef TARGET_OS_TV + #define TARGET_OS_TV 0 +#endif +#ifndef TARGET_OS_SIMULATOR + #define TARGET_OS_SIMULATOR 0 +#endif +#ifndef TARGET_OS_VISION + #define TARGET_OS_VISION 0 +#endif + +#if TARGET_OS_TV + +/** + * A preprocessor macro that is only defined if compiling for tvOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_TVOS 1 +#endif + +#if TARGET_OS_VISION + +/** + * A preprocessor macro that is only defined if compiling for VisionOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_VISIONOS 1 +#endif + +#if TARGET_OS_IPHONE + +/** + * A preprocessor macro that is only defined if compiling for iOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_IOS 1 + +#else + +/** + * A preprocessor macro that is only defined if compiling for macOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_MACOS 1 + +#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070 + #error SDL for macOS only supports deploying on 10.7 and above. +#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */ +#endif /* TARGET_OS_IPHONE */ +#endif /* defined(__APPLE__) */ + +#ifdef __EMSCRIPTEN__ + +/** + * A preprocessor macro that is only defined if compiling for Emscripten. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_EMSCRIPTEN 1 +#endif + +#ifdef __NetBSD__ + +/** + * A preprocessor macro that is only defined if compiling for NetBSD. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_NETBSD 1 +#endif + +#ifdef __OpenBSD__ + +/** + * A preprocessor macro that is only defined if compiling for OpenBSD. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_OPENBSD 1 +#endif + +#if defined(__OS2__) || defined(__EMX__) + +/** + * A preprocessor macro that is only defined if compiling for OS/2. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_OS2 1 +#endif + +#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE) + +/** + * A preprocessor macro that is only defined if compiling for Tru64 (OSF/1). + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_OSF 1 +#endif + +#ifdef __QNXNTO__ + +/** + * A preprocessor macro that is only defined if compiling for QNX Neutrino. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_QNXNTO 1 +#endif + +#if defined(riscos) || defined(__riscos) || defined(__riscos__) + +/** + * A preprocessor macro that is only defined if compiling for RISC OS. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_RISCOS 1 +#endif + +#if defined(__sun) && defined(__SVR4) + +/** + * A preprocessor macro that is only defined if compiling for SunOS/Solaris. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_SOLARIS 1 +#endif + +#if defined(__CYGWIN__) + +/** + * A preprocessor macro that is only defined if compiling for Cygwin. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_CYGWIN 1 +#endif + +#if defined(_WIN32) || defined(SDL_PLATFORM_CYGWIN) + +/** + * A preprocessor macro that is only defined if compiling for Windows. + * + * This also covers several other platforms, like Microsoft GDK, Xbox, WinRT, + * etc. Each will have their own more-specific platform macros, too. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_WIN32 + * \sa SDL_PLATFORM_XBOXONE + * \sa SDL_PLATFORM_XBOXSERIES + * \sa SDL_PLATFORM_WINGDK + * \sa SDL_PLATFORM_GDK + */ +#define SDL_PLATFORM_WINDOWS 1 + +/* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */ +#if defined(_MSC_VER) && defined(__has_include) + #if __has_include() + #define HAVE_WINAPIFAMILY_H 1 + #else + #define HAVE_WINAPIFAMILY_H 0 + #endif + + /* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */ +#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */ + #define HAVE_WINAPIFAMILY_H 1 +#else + #define HAVE_WINAPIFAMILY_H 0 +#endif + +#if HAVE_WINAPIFAMILY_H + #include + #define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)) +#else + #define WINAPI_FAMILY_WINRT 0 +#endif /* HAVE_WINAPIFAMILY_H */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A preprocessor macro that defined to 1 if compiling for Windows Phone. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + +#elif defined(HAVE_WINAPIFAMILY_H) && HAVE_WINAPIFAMILY_H + #define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) +#else + #define SDL_WINAPI_FAMILY_PHONE 0 +#endif + +#if WINAPI_FAMILY_WINRT +#error Windows RT/UWP is no longer supported in SDL + +#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */ + +/** + * A preprocessor macro that is only defined if compiling for Microsoft GDK + * for Windows. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_WINGDK 1 + +#elif defined(_GAMING_XBOX_XBOXONE) + +/** + * A preprocessor macro that is only defined if compiling for Xbox One. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_XBOXONE 1 + +#elif defined(_GAMING_XBOX_SCARLETT) + +/** + * A preprocessor macro that is only defined if compiling for Xbox Series. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_XBOXSERIES 1 + +#else + +/** + * A preprocessor macro that is only defined if compiling for desktop Windows. + * + * Despite the "32", this also covers 64-bit Windows; as an informal + * convention, its system layer tends to still be referred to as "the Win32 + * API." + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_WIN32 1 + +#endif +#endif /* defined(_WIN32) || defined(SDL_PLATFORM_CYGWIN) */ + + +/* This is to support generic "any GDK" separate from a platform-specific GDK */ +#if defined(SDL_PLATFORM_WINGDK) || defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) + +/** + * A preprocessor macro that is only defined if compiling for Microsoft GDK on + * any platform. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_GDK 1 +#endif + +#if defined(__PSP__) || defined(__psp__) + +/** + * A preprocessor macro that is only defined if compiling for Sony PSP. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_PSP 1 +#endif + +#if defined(__PS2__) || defined(PS2) + +/** + * A preprocessor macro that is only defined if compiling for Sony PlayStation + * 2. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_PS2 1 +#endif + +#if defined(__vita__) || defined(__psp2__) + +/** + * A preprocessor macro that is only defined if compiling for Sony Vita. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_VITA 1 +#endif + +#ifdef __3DS__ + +/** + * A preprocessor macro that is only defined if compiling for Nintendo 3DS. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_3DS 1 +#endif + +#endif /* SDL_platform_defines_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_power.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_power.h new file mode 100644 index 0000000..694fb09 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_power.h @@ -0,0 +1,106 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_power_h_ +#define SDL_power_h_ + +/** + * # CategoryPower + * + * SDL power management routines. + * + * There is a single function in this category: SDL_GetPowerInfo(). + * + * This function is useful for games on the go. This allows an app to know if + * it's running on a draining battery, which can be useful if the app wants to + * reduce processing, or perhaps framerate, to extend the duration of the + * battery's charge. Perhaps the app just wants to show a battery meter when + * fullscreen, or alert the user when the power is getting extremely low, so + * they can save their game. + */ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The basic state for the system's power supply. + * + * These are results returned by SDL_GetPowerInfo(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PowerState +{ + SDL_POWERSTATE_ERROR = -1, /**< error determining power status */ + SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */ + SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */ + SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */ + SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */ + SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */ +} SDL_PowerState; + +/** + * Get the current power supply details. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * Battery status can change at any time; if you are concerned with power + * state, you should call this function frequently, and perhaps ignore changes + * until they seem to be stable for a few seconds. + * + * It's possible a platform can only report battery percentage or time left + * but not both. + * + * On some platforms, retrieving power supply details might be expensive. If + * you want to display continuous status you could call this function every + * minute or so. + * + * \param seconds a pointer filled in with the seconds of battery life left, + * or NULL to ignore. This will be filled in with -1 if we + * can't determine a value or there is no battery. + * \param percent a pointer filled in with the percentage of battery life + * left, between 0 and 100, or NULL to ignore. This will be + * filled in with -1 we can't determine a value or there is no + * battery. + * \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *seconds, int *percent); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_power_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_process.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_process.h new file mode 100644 index 0000000..511b2f9 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_process.h @@ -0,0 +1,430 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryProcess + * + * Process control support. + * + * These functions provide a cross-platform way to spawn and manage OS-level + * processes. + * + * You can create a new subprocess with SDL_CreateProcess() and optionally + * read and write to it using SDL_ReadProcess() or SDL_GetProcessInput() and + * SDL_GetProcessOutput(). If more advanced functionality like chaining input + * between processes is necessary, you can use + * SDL_CreateProcessWithProperties(). + * + * You can get the status of a created process with SDL_WaitProcess(), or + * terminate the process with SDL_KillProcess(). + * + * Don't forget to call SDL_DestroyProcess() to clean up, whether the process + * process was killed, terminated on its own, or is still running! + */ + +#ifndef SDL_process_h_ +#define SDL_process_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque handle representing a system process. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + */ +typedef struct SDL_Process SDL_Process; + +/** + * Create a new process. + * + * The path to the executable is supplied in args[0]. args[1..N] are + * additional arguments passed on the command line of the new process, and the + * argument list should be terminated with a NULL, e.g.: + * + * ```c + * const char *args[] = { "myprogram", "argument", NULL }; + * ``` + * + * Setting pipe_stdio to true is equivalent to setting + * `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` and + * `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` to `SDL_PROCESS_STDIO_APP`, and + * will allow the use of SDL_ReadProcess() or SDL_GetProcessInput() and + * SDL_GetProcessOutput(). + * + * See SDL_CreateProcessWithProperties() for more details. + * + * \param args the path and arguments for the new process. + * \param pipe_stdio true to create pipes to the process's standard input and + * from the process's standard output, false for the process + * to have no input and inherit the application's standard + * output. + * \returns the newly created and running process, or NULL if the process + * couldn't be created. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessProperties + * \sa SDL_ReadProcess + * \sa SDL_GetProcessInput + * \sa SDL_GetProcessOutput + * \sa SDL_KillProcess + * \sa SDL_WaitProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC SDL_Process * SDLCALL SDL_CreateProcess(const char * const *args, bool pipe_stdio); + +/** + * Description of where standard I/O should be directed when creating a + * process. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_INHERITED, it will go + * to the same place as the application's I/O stream. This is the default for + * standard output and standard error. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_NULL, it is connected + * to `NUL:` on Windows and `/dev/null` on POSIX systems. This is the default + * for standard input. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_APP, it is connected + * to a new SDL_IOStream that is available to the application. Standard input + * will be available as `SDL_PROP_PROCESS_STDIN_POINTER` and allows + * SDL_GetProcessInput(), standard output will be available as + * `SDL_PROP_PROCESS_STDOUT_POINTER` and allows SDL_ReadProcess() and + * SDL_GetProcessOutput(), and standard error will be available as + * `SDL_PROP_PROCESS_STDERR_POINTER` in the properties for the created + * process. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_REDIRECT, it is + * connected to an existing SDL_IOStream provided by the application. Standard + * input is provided using `SDL_PROP_PROCESS_CREATE_STDIN_POINTER`, standard + * output is provided using `SDL_PROP_PROCESS_CREATE_STDOUT_POINTER`, and + * standard error is provided using `SDL_PROP_PROCESS_CREATE_STDERR_POINTER` + * in the creation properties. These existing streams should be closed by the + * application once the new process is created. + * + * In order to use an SDL_IOStream with SDL_PROCESS_STDIO_REDIRECT, it must + * have `SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER` or + * `SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER` set. This is true for streams + * representing files and process I/O. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessProperties + * \sa SDL_ReadProcess + * \sa SDL_GetProcessInput + * \sa SDL_GetProcessOutput + */ +typedef enum SDL_ProcessIO +{ + SDL_PROCESS_STDIO_INHERITED, /**< The I/O stream is inherited from the application. */ + SDL_PROCESS_STDIO_NULL, /**< The I/O stream is ignored. */ + SDL_PROCESS_STDIO_APP, /**< The I/O stream is connected to a new SDL_IOStream that the application can read or write */ + SDL_PROCESS_STDIO_REDIRECT /**< The I/O stream is redirected to an existing SDL_IOStream. */ +} SDL_ProcessIO; + +/** + * Create a new process with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing + * the program to run, any arguments, and a NULL pointer, e.g. const char + * *args[] = { "myprogram", "argument", NULL }. This is a required property. + * - `SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER`: an SDL_Environment + * pointer. If this property is set, it will be the entire environment for + * the process, otherwise the current environment is used. + * - `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER`: an SDL_ProcessIO value describing + * where standard input for the process comes from, defaults to + * `SDL_PROCESS_STDIO_NULL`. + * - `SDL_PROP_PROCESS_CREATE_STDIN_POINTER`: an SDL_IOStream pointer used for + * standard input when `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` is set to + * `SDL_PROCESS_STDIO_REDIRECT`. + * - `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER`: an SDL_ProcessIO value + * describing where standard output for the process goes to, defaults to + * `SDL_PROCESS_STDIO_INHERITED`. + * - `SDL_PROP_PROCESS_CREATE_STDOUT_POINTER`: an SDL_IOStream pointer used + * for standard output when `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` is set + * to `SDL_PROCESS_STDIO_REDIRECT`. + * - `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER`: an SDL_ProcessIO value + * describing where standard error for the process goes to, defaults to + * `SDL_PROCESS_STDIO_INHERITED`. + * - `SDL_PROP_PROCESS_CREATE_STDERR_POINTER`: an SDL_IOStream pointer used + * for standard error when `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER` is set to + * `SDL_PROCESS_STDIO_REDIRECT`. + * - `SDL_PROP_PROCESS_CREATE_STDERR_TO_STDOUT_BOOLEAN`: true if the error + * output of the process should be redirected into the standard output of + * the process. This property has no effect if + * `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER` is set. + * - `SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN`: true if the process should + * run in the background. In this case the default input and output is + * `SDL_PROCESS_STDIO_NULL` and the exitcode of the process is not + * available, and will always be 0. + * + * On POSIX platforms, wait() and waitpid(-1, ...) should not be called, and + * SIGCHLD should not be ignored or handled because those would prevent SDL + * from properly tracking the lifetime of the underlying process. You should + * use SDL_WaitProcess() instead. + * + * \param props the properties to use. + * \returns the newly created and running process, or NULL if the process + * couldn't be created. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_GetProcessProperties + * \sa SDL_ReadProcess + * \sa SDL_GetProcessInput + * \sa SDL_GetProcessOutput + * \sa SDL_KillProcess + * \sa SDL_WaitProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC SDL_Process * SDLCALL SDL_CreateProcessWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_PROCESS_CREATE_ARGS_POINTER "SDL.process.create.args" +#define SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER "SDL.process.create.environment" +#define SDL_PROP_PROCESS_CREATE_STDIN_NUMBER "SDL.process.create.stdin_option" +#define SDL_PROP_PROCESS_CREATE_STDIN_POINTER "SDL.process.create.stdin_source" +#define SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER "SDL.process.create.stdout_option" +#define SDL_PROP_PROCESS_CREATE_STDOUT_POINTER "SDL.process.create.stdout_source" +#define SDL_PROP_PROCESS_CREATE_STDERR_NUMBER "SDL.process.create.stderr_option" +#define SDL_PROP_PROCESS_CREATE_STDERR_POINTER "SDL.process.create.stderr_source" +#define SDL_PROP_PROCESS_CREATE_STDERR_TO_STDOUT_BOOLEAN "SDL.process.create.stderr_to_stdout" +#define SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN "SDL.process.create.background" + +/** + * Get the properties associated with a process. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_PROCESS_PID_NUMBER`: the process ID of the process. + * - `SDL_PROP_PROCESS_STDIN_POINTER`: an SDL_IOStream that can be used to + * write input to the process, if it was created with + * `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * - `SDL_PROP_PROCESS_STDOUT_POINTER`: a non-blocking SDL_IOStream that can + * be used to read output from the process, if it was created with + * `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * - `SDL_PROP_PROCESS_STDERR_POINTER`: a non-blocking SDL_IOStream that can + * be used to read error output from the process, if it was created with + * `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * - `SDL_PROP_PROCESS_BACKGROUND_BOOLEAN`: true if the process is running in + * the background. + * + * \param process the process to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetProcessProperties(SDL_Process *process); + +#define SDL_PROP_PROCESS_PID_NUMBER "SDL.process.pid" +#define SDL_PROP_PROCESS_STDIN_POINTER "SDL.process.stdin" +#define SDL_PROP_PROCESS_STDOUT_POINTER "SDL.process.stdout" +#define SDL_PROP_PROCESS_STDERR_POINTER "SDL.process.stderr" +#define SDL_PROP_PROCESS_BACKGROUND_BOOLEAN "SDL.process.background" + +/** + * Read all the output from a process. + * + * If a process was created with I/O enabled, you can use this function to + * read the output. This function blocks until the process is complete, + * capturing all output, and providing the process exit code. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param process The process to read. + * \param datasize a pointer filled in with the number of bytes read, may be + * NULL. + * \param exitcode a pointer filled in with the process exit code if the + * process has exited, may be NULL. + * \returns the data or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC void * SDLCALL SDL_ReadProcess(SDL_Process *process, size_t *datasize, int *exitcode); + +/** + * Get the SDL_IOStream associated with process standard input. + * + * The process must have been created with SDL_CreateProcess() and pipe_stdio + * set to true, or with SDL_CreateProcessWithProperties() and + * `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * + * Writing to this stream can return less data than expected if the process + * hasn't read its input. It may be blocked waiting for its output to be read, + * if so you may need to call SDL_GetProcessOutput() and read the output in + * parallel with writing input. + * + * \param process The process to get the input stream for. + * \returns the input stream or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessOutput + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_GetProcessInput(SDL_Process *process); + +/** + * Get the SDL_IOStream associated with process standard output. + * + * The process must have been created with SDL_CreateProcess() and pipe_stdio + * set to true, or with SDL_CreateProcessWithProperties() and + * `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * + * Reading from this stream can return 0 with SDL_GetIOStatus() returning + * SDL_IO_STATUS_NOT_READY if no output is available yet. + * + * \param process The process to get the output stream for. + * \returns the output stream or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessInput + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_GetProcessOutput(SDL_Process *process); + +/** + * Stop a process. + * + * \param process The process to stop. + * \param force true to terminate the process immediately, false to try to + * stop the process gracefully. In general you should try to stop + * the process gracefully first as terminating a process may + * leave it with half-written data or in some other unstable + * state. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_WaitProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC bool SDLCALL SDL_KillProcess(SDL_Process *process, bool force); + +/** + * Wait for a process to finish. + * + * This can be called multiple times to get the status of a process. + * + * The exit code will be the exit code of the process if it terminates + * normally, a negative signal if it terminated due to a signal, or -255 + * otherwise. It will not be changed if the process is still running. + * + * If you create a process with standard output piped to the application + * (`pipe_stdio` being true) then you should read all of the process output + * before calling SDL_WaitProcess(). If you don't do this the process might be + * blocked indefinitely waiting for output to be read and SDL_WaitProcess() + * will never return true; + * + * \param process The process to wait for. + * \param block If true, block until the process finishes; otherwise, report + * on the process' status. + * \param exitcode a pointer filled in with the process exit code if the + * process has exited, may be NULL. + * \returns true if the process exited, false otherwise. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_KillProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitProcess(SDL_Process *process, bool block, int *exitcode); + +/** + * Destroy a previously created process object. + * + * Note that this does not stop the process, just destroys the SDL object used + * to track it. If you want to stop the process you should use + * SDL_KillProcess(). + * + * \param process The process object to destroy. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_KillProcess + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyProcess(SDL_Process *process); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_process_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_properties.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_properties.h new file mode 100644 index 0000000..1f47d5f --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_properties.h @@ -0,0 +1,543 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryProperties + * + * A property is a variable that can be created and retrieved by name at + * runtime. + * + * All properties are part of a property group (SDL_PropertiesID). A property + * group can be created with the SDL_CreateProperties function and destroyed + * with the SDL_DestroyProperties function. + * + * Properties can be added to and retrieved from a property group through the + * following functions: + * + * - SDL_SetPointerProperty and SDL_GetPointerProperty operate on `void*` + * pointer types. + * - SDL_SetStringProperty and SDL_GetStringProperty operate on string types. + * - SDL_SetNumberProperty and SDL_GetNumberProperty operate on signed 64-bit + * integer types. + * - SDL_SetFloatProperty and SDL_GetFloatProperty operate on floating point + * types. + * - SDL_SetBooleanProperty and SDL_GetBooleanProperty operate on boolean + * types. + * + * Properties can be removed from a group by using SDL_ClearProperty. + */ + + +#ifndef SDL_properties_h_ +#define SDL_properties_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL properties ID + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_PropertiesID; + +/** + * SDL property type + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PropertyType +{ + SDL_PROPERTY_TYPE_INVALID, + SDL_PROPERTY_TYPE_POINTER, + SDL_PROPERTY_TYPE_STRING, + SDL_PROPERTY_TYPE_NUMBER, + SDL_PROPERTY_TYPE_FLOAT, + SDL_PROPERTY_TYPE_BOOLEAN +} SDL_PropertyType; + +/** + * Get the global SDL properties. + * + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGlobalProperties(void); + +/** + * Create a group of properties. + * + * All properties are automatically destroyed when SDL_Quit() is called. + * + * \returns an ID for a new group of properties, or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyProperties + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_CreateProperties(void); + +/** + * Copy a group of properties. + * + * Copy all the properties from one group of properties to another, with the + * exception of properties requiring cleanup (set using + * SDL_SetPointerPropertyWithCleanup()), which will not be copied. Any + * property that already exists on `dst` will be overwritten. + * + * \param src the properties to copy. + * \param dst the destination properties. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CopyProperties(SDL_PropertiesID src, SDL_PropertiesID dst); + +/** + * Lock a group of properties. + * + * Obtain a multi-threaded lock for these properties. Other threads will wait + * while trying to lock these properties until they are unlocked. Properties + * must be unlocked before they are destroyed. + * + * The lock is automatically taken when setting individual properties, this + * function is only needed when you want to set several properties atomically + * or want to guarantee that properties being queried aren't freed in another + * thread. + * + * \param props the properties to lock. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UnlockProperties + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockProperties(SDL_PropertiesID props); + +/** + * Unlock a group of properties. + * + * \param props the properties to unlock. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockProperties(SDL_PropertiesID props); + +/** + * A callback used to free resources when a property is deleted. + * + * This should release any resources associated with `value` that are no + * longer needed. + * + * This callback is set per-property. Different properties in the same group + * can have different cleanup callbacks. + * + * This callback will be called _during_ SDL_SetPointerPropertyWithCleanup if + * the function fails for any reason. + * + * \param userdata an app-defined pointer passed to the callback. + * \param value the pointer assigned to the property to clean up. + * + * \threadsafety This callback may fire without any locks held; if this is a + * concern, the app should provide its own locking. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetPointerPropertyWithCleanup + */ +typedef void (SDLCALL *SDL_CleanupPropertyCallback)(void *userdata, void *value); + +/** + * Set a pointer property in a group of properties with a cleanup function + * that is called when the property is deleted. + * + * The cleanup function is also called if setting the property fails for any + * reason. + * + * For simply setting basic data types, like numbers, bools, or strings, use + * SDL_SetNumberProperty, SDL_SetBooleanProperty, or SDL_SetStringProperty + * instead, as those functions will handle cleanup on your behalf. This + * function is only for more complex, custom data. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property, or NULL to delete the property. + * \param cleanup the function to call when this property is deleted, or NULL + * if no cleanup is necessary. + * \param userdata a pointer that is passed to the cleanup function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPointerProperty + * \sa SDL_SetPointerProperty + * \sa SDL_CleanupPropertyCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPointerPropertyWithCleanup(SDL_PropertiesID props, const char *name, void *value, SDL_CleanupPropertyCallback cleanup, void *userdata); + +/** + * Set a pointer property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property, or NULL to delete the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPointerProperty + * \sa SDL_HasProperty + * \sa SDL_SetBooleanProperty + * \sa SDL_SetFloatProperty + * \sa SDL_SetNumberProperty + * \sa SDL_SetPointerPropertyWithCleanup + * \sa SDL_SetStringProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPointerProperty(SDL_PropertiesID props, const char *name, void *value); + +/** + * Set a string property in a group of properties. + * + * This function makes a copy of the string; the caller does not have to + * preserve the data after this call completes. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property, or NULL to delete the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetStringProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetStringProperty(SDL_PropertiesID props, const char *name, const char *value); + +/** + * Set an integer property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumberProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetNumberProperty(SDL_PropertiesID props, const char *name, Sint64 value); + +/** + * Set a floating point property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetFloatProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetFloatProperty(SDL_PropertiesID props, const char *name, float value); + +/** + * Set a boolean property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetBooleanProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetBooleanProperty(SDL_PropertiesID props, const char *name, bool value); + +/** + * Return whether a property exists in a group of properties. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \returns true if the property exists, or false if it doesn't. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasProperty(SDL_PropertiesID props, const char *name); + +/** + * Get the type of a property in a group of properties. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \returns the type of the property, or SDL_PROPERTY_TYPE_INVALID if it is + * not set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasProperty + */ +extern SDL_DECLSPEC SDL_PropertyType SDLCALL SDL_GetPropertyType(SDL_PropertiesID props, const char *name); + +/** + * Get a pointer property from a group of properties. + * + * By convention, the names of properties that SDL exposes on objects will + * start with "SDL.", and properties that SDL uses internally will start with + * "SDL.internal.". These should be considered read-only and should not be + * modified by applications. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a pointer property. + * + * \threadsafety It is safe to call this function from any thread, although + * the data returned is not protected and could potentially be + * freed if you call SDL_SetPointerProperty() or + * SDL_ClearProperty() on these properties from another thread. + * If you need to avoid this, use SDL_LockProperties() and + * SDL_UnlockProperties(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetBooleanProperty + * \sa SDL_GetFloatProperty + * \sa SDL_GetNumberProperty + * \sa SDL_GetPropertyType + * \sa SDL_GetStringProperty + * \sa SDL_HasProperty + * \sa SDL_SetPointerProperty + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetPointerProperty(SDL_PropertiesID props, const char *name, void *default_value); + +/** + * Get a string property from a group of properties. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a string property. + * + * \threadsafety It is safe to call this function from any thread, although + * the data returned is not protected and could potentially be + * freed if you call SDL_SetStringProperty() or + * SDL_ClearProperty() on these properties from another thread. + * If you need to avoid this, use SDL_LockProperties() and + * SDL_UnlockProperties(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetStringProperty + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetStringProperty(SDL_PropertiesID props, const char *name, const char *default_value); + +/** + * Get a number property from a group of properties. + * + * You can use SDL_GetPropertyType() to query whether the property exists and + * is a number property. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a number property. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetNumberProperty + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetNumberProperty(SDL_PropertiesID props, const char *name, Sint64 default_value); + +/** + * Get a floating point property from a group of properties. + * + * You can use SDL_GetPropertyType() to query whether the property exists and + * is a floating point property. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a float property. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetFloatProperty + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetFloatProperty(SDL_PropertiesID props, const char *name, float default_value); + +/** + * Get a boolean property from a group of properties. + * + * You can use SDL_GetPropertyType() to query whether the property exists and + * is a boolean property. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a boolean property. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetBooleanProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetBooleanProperty(SDL_PropertiesID props, const char *name, bool default_value); + +/** + * Clear a property from a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to clear. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearProperty(SDL_PropertiesID props, const char *name); + +/** + * A callback used to enumerate all the properties in a group of properties. + * + * This callback is called from SDL_EnumerateProperties(), and is called once + * per property in the set. + * + * \param userdata an app-defined pointer passed to the callback. + * \param props the SDL_PropertiesID that is being enumerated. + * \param name the next property name in the enumeration. + * + * \threadsafety SDL_EnumerateProperties holds a lock on `props` during this + * callback. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EnumerateProperties + */ +typedef void (SDLCALL *SDL_EnumeratePropertiesCallback)(void *userdata, SDL_PropertiesID props, const char *name); + +/** + * Enumerate the properties contained in a group of properties. + * + * The callback function is called for each property in the group of + * properties. The properties are locked during enumeration. + * + * \param props the properties to query. + * \param callback the function to call for each property. + * \param userdata a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateProperties(SDL_PropertiesID props, SDL_EnumeratePropertiesCallback callback, void *userdata); + +/** + * Destroy a group of properties. + * + * All properties are deleted and their cleanup functions will be called, if + * any. + * + * \param props the properties to destroy. + * + * \threadsafety This function should not be called while these properties are + * locked or other threads might be setting or getting values + * from these properties. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyProperties(SDL_PropertiesID props); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_properties_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_rect.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_rect.h new file mode 100644 index 0000000..eb2d34a --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_rect.h @@ -0,0 +1,507 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryRect + * + * Some helper functions for managing rectangles and 2D points, in both + * integer and floating point versions. + */ + +#ifndef SDL_rect_h_ +#define SDL_rect_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The structure that defines a point (using integers). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetRectEnclosingPoints + * \sa SDL_PointInRect + */ +typedef struct SDL_Point +{ + int x; + int y; +} SDL_Point; + +/** + * The structure that defines a point (using floating point values). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetRectEnclosingPointsFloat + * \sa SDL_PointInRectFloat + */ +typedef struct SDL_FPoint +{ + float x; + float y; +} SDL_FPoint; + + +/** + * A rectangle, with the origin at the upper left (using integers). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_RectEmpty + * \sa SDL_RectsEqual + * \sa SDL_HasRectIntersection + * \sa SDL_GetRectIntersection + * \sa SDL_GetRectAndLineIntersection + * \sa SDL_GetRectUnion + * \sa SDL_GetRectEnclosingPoints + */ +typedef struct SDL_Rect +{ + int x, y; + int w, h; +} SDL_Rect; + + +/** + * A rectangle, with the origin at the upper left (using floating point + * values). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_RectEmptyFloat + * \sa SDL_RectsEqualFloat + * \sa SDL_RectsEqualEpsilon + * \sa SDL_HasRectIntersectionFloat + * \sa SDL_GetRectIntersectionFloat + * \sa SDL_GetRectAndLineIntersectionFloat + * \sa SDL_GetRectUnionFloat + * \sa SDL_GetRectEnclosingPointsFloat + * \sa SDL_PointInRectFloat + */ +typedef struct SDL_FRect +{ + float x; + float y; + float w; + float h; +} SDL_FRect; + + +/** + * Convert an SDL_Rect to SDL_FRect + * + * \param rect a pointer to an SDL_Rect. + * \param frect a pointer filled in with the floating point representation of + * `rect`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE void SDL_RectToFRect(const SDL_Rect *rect, SDL_FRect *frect) +{ + frect->x = (float)rect->x; + frect->y = (float)rect->y; + frect->w = (float)rect->w; + frect->h = (float)rect->h; +} + +/** + * Determine whether a point resides inside a rectangle. + * + * A point is considered part of a rectangle if both `p` and `r` are not NULL, + * and `p`'s x and y coordinates are >= to the rectangle's top left corner, + * and < the rectangle's x+w and y+h. So a 1x1 rectangle considers point (0,0) + * as "inside" and (0,1) as not. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param p the point to test. + * \param r the rectangle to test. + * \returns true if `p` is contained by `r`, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r) +{ + return ( p && r && (p->x >= r->x) && (p->x < (r->x + r->w)) && + (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? true : false; +} + +/** + * Determine whether a rectangle has no area. + * + * A rectangle is considered "empty" for this function if `r` is NULL, or if + * `r`'s width and/or height are <= 0. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param r the rectangle to test. + * \returns true if the rectangle is "empty", false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_RectEmpty(const SDL_Rect *r) +{ + return ((!r) || (r->w <= 0) || (r->h <= 0)) ? true : false; +} + +/** + * Determine whether two rectangles are equal. + * + * Rectangles are considered equal if both are not NULL and each of their x, + * y, width and height match. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param a the first rectangle to test. + * \param b the second rectangle to test. + * \returns true if the rectangles are equal, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_RectsEqual(const SDL_Rect *a, const SDL_Rect *b) +{ + return (a && b && (a->x == b->x) && (a->y == b->y) && + (a->w == b->w) && (a->h == b->h)) ? true : false; +} + +/** + * Determine whether two rectangles intersect. + * + * If either pointer is NULL the function will return false. + * + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. + * \returns true if there is an intersection, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRectIntersection + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasRectIntersection(const SDL_Rect *A, const SDL_Rect *B); + +/** + * Calculate the intersection of two rectangles. + * + * If `result` is NULL then this function will return false. + * + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. + * \param result an SDL_Rect structure filled in with the intersection of + * rectangles `A` and `B`. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasRectIntersection + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectIntersection(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *result); + +/** + * Calculate the union of two rectangles. + * + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. + * \param result an SDL_Rect structure filled in with the union of rectangles + * `A` and `B`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectUnion(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *result); + +/** + * Calculate a minimal rectangle enclosing a set of points. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. + * + * \param points an array of SDL_Point structures representing points to be + * enclosed. + * \param count the number of structures in the `points` array. + * \param clip an SDL_Rect used for clipping or NULL to enclose all points. + * \param result an SDL_Rect structure filled in with the minimal enclosing + * rectangle. + * \returns true if any points were enclosed or false if all the points were + * outside of the clipping rectangle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectEnclosingPoints(const SDL_Point *points, int count, const SDL_Rect *clip, SDL_Rect *result); + +/** + * Calculate the intersection of a rectangle and line segment. + * + * This function is used to clip a line segment to a rectangle. A line segment + * contained entirely within the rectangle or that does not intersect will + * remain unchanged. A line segment that crosses the rectangle at either or + * both ends will be clipped to the boundary of the rectangle and the new + * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + * + * \param rect an SDL_Rect structure representing the rectangle to intersect. + * \param X1 a pointer to the starting X-coordinate of the line. + * \param Y1 a pointer to the starting Y-coordinate of the line. + * \param X2 a pointer to the ending X-coordinate of the line. + * \param Y2 a pointer to the ending Y-coordinate of the line. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectAndLineIntersection(const SDL_Rect *rect, int *X1, int *Y1, int *X2, int *Y2); + + +/* SDL_FRect versions... */ + +/** + * Determine whether a point resides inside a floating point rectangle. + * + * A point is considered part of a rectangle if both `p` and `r` are not NULL, + * and `p`'s x and y coordinates are >= to the rectangle's top left corner, + * and <= the rectangle's x+w and y+h. So a 1x1 rectangle considers point + * (0,0) and (0,1) as "inside" and (0,2) as not. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param p the point to test. + * \param r the rectangle to test. + * \returns true if `p` is contained by `r`, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_PointInRectFloat(const SDL_FPoint *p, const SDL_FRect *r) +{ + return ( p && r && (p->x >= r->x) && (p->x <= (r->x + r->w)) && + (p->y >= r->y) && (p->y <= (r->y + r->h)) ) ? true : false; +} + +/** + * Determine whether a floating point rectangle can contain any point. + * + * A rectangle is considered "empty" for this function if `r` is NULL, or if + * `r`'s width and/or height are < 0.0f. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param r the rectangle to test. + * \returns true if the rectangle is "empty", false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_RectEmptyFloat(const SDL_FRect *r) +{ + return ((!r) || (r->w < 0.0f) || (r->h < 0.0f)) ? true : false; +} + +/** + * Determine whether two floating point rectangles are equal, within some + * given epsilon. + * + * Rectangles are considered equal if both are not NULL and each of their x, + * y, width and height are within `epsilon` of each other. If you don't know + * what value to use for `epsilon`, you should call the SDL_RectsEqualFloat + * function instead. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param a the first rectangle to test. + * \param b the second rectangle to test. + * \param epsilon the epsilon value for comparison. + * \returns true if the rectangles are equal, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RectsEqualFloat + */ +SDL_FORCE_INLINE bool SDL_RectsEqualEpsilon(const SDL_FRect *a, const SDL_FRect *b, float epsilon) +{ + return (a && b && ((a == b) || + ((SDL_fabsf(a->x - b->x) <= epsilon) && + (SDL_fabsf(a->y - b->y) <= epsilon) && + (SDL_fabsf(a->w - b->w) <= epsilon) && + (SDL_fabsf(a->h - b->h) <= epsilon)))) + ? true : false; +} + +/** + * Determine whether two floating point rectangles are equal, within a default + * epsilon. + * + * Rectangles are considered equal if both are not NULL and each of their x, + * y, width and height are within SDL_FLT_EPSILON of each other. This is often + * a reasonable way to compare two floating point rectangles and deal with the + * slight precision variations in floating point calculations that tend to pop + * up. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param a the first rectangle to test. + * \param b the second rectangle to test. + * \returns true if the rectangles are equal, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RectsEqualEpsilon + */ +SDL_FORCE_INLINE bool SDL_RectsEqualFloat(const SDL_FRect *a, const SDL_FRect *b) +{ + return SDL_RectsEqualEpsilon(a, b, SDL_FLT_EPSILON); +} + +/** + * Determine whether two rectangles intersect with float precision. + * + * If either pointer is NULL the function will return false. + * + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRectIntersection + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasRectIntersectionFloat(const SDL_FRect *A, const SDL_FRect *B); + +/** + * Calculate the intersection of two rectangles with float precision. + * + * If `result` is NULL then this function will return false. + * + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. + * \param result an SDL_FRect structure filled in with the intersection of + * rectangles `A` and `B`. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasRectIntersectionFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectIntersectionFloat(const SDL_FRect *A, const SDL_FRect *B, SDL_FRect *result); + +/** + * Calculate the union of two rectangles with float precision. + * + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. + * \param result an SDL_FRect structure filled in with the union of rectangles + * `A` and `B`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectUnionFloat(const SDL_FRect *A, const SDL_FRect *B, SDL_FRect *result); + +/** + * Calculate a minimal rectangle enclosing a set of points with float + * precision. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. + * + * \param points an array of SDL_FPoint structures representing points to be + * enclosed. + * \param count the number of structures in the `points` array. + * \param clip an SDL_FRect used for clipping or NULL to enclose all points. + * \param result an SDL_FRect structure filled in with the minimal enclosing + * rectangle. + * \returns true if any points were enclosed or false if all the points were + * outside of the clipping rectangle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectEnclosingPointsFloat(const SDL_FPoint *points, int count, const SDL_FRect *clip, SDL_FRect *result); + +/** + * Calculate the intersection of a rectangle and line segment with float + * precision. + * + * This function is used to clip a line segment to a rectangle. A line segment + * contained entirely within the rectangle or that does not intersect will + * remain unchanged. A line segment that crosses the rectangle at either or + * both ends will be clipped to the boundary of the rectangle and the new + * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + * + * \param rect an SDL_FRect structure representing the rectangle to intersect. + * \param X1 a pointer to the starting X-coordinate of the line. + * \param Y1 a pointer to the starting Y-coordinate of the line. + * \param X2 a pointer to the ending X-coordinate of the line. + * \param Y2 a pointer to the ending Y-coordinate of the line. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectAndLineIntersectionFloat(const SDL_FRect *rect, float *X1, float *Y1, float *X2, float *Y2); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_rect_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_render.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_render.h new file mode 100644 index 0000000..3352545 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_render.h @@ -0,0 +1,2646 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryRender + * + * Header file for SDL 2D rendering functions. + * + * This API supports the following features: + * + * - single pixel points + * - single pixel lines + * - filled rectangles + * - texture images + * - 2D polygons + * + * The primitives may be drawn in opaque, blended, or additive modes. + * + * The texture images may be drawn in opaque, blended, or additive modes. They + * can have an additional color tint or alpha modulation applied to them, and + * may also be stretched with linear interpolation. + * + * This API is designed to accelerate simple 2D operations. You may want more + * functionality such as polygons and particle effects and in that case you + * should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of the + * many good 3D engines. + * + * These functions must be called from the main thread. See this bug for + * details: https://github.com/libsdl-org/SDL/issues/986 + */ + +#ifndef SDL_render_h_ +#define SDL_render_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The name of the software renderer. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SOFTWARE_RENDERER "software" + +/** + * Vertex structure. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Vertex +{ + SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ + SDL_FColor color; /**< Vertex color */ + SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ +} SDL_Vertex; + +/** + * The access pattern allowed for a texture. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_TextureAccess +{ + SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ + SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ + SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */ +} SDL_TextureAccess; + +/** + * How the logical size is mapped to the output. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_RendererLogicalPresentation +{ + SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ + SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */ + SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ + SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ + SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */ +} SDL_RendererLogicalPresentation; + +/** + * A structure representing rendering state + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Renderer SDL_Renderer; + +#ifndef SDL_INTERNAL + +/** + * An efficient driver-specific representation of pixel data + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + * \sa SDL_CreateTextureWithProperties + * \sa SDL_DestroyTexture + */ +struct SDL_Texture +{ + SDL_PixelFormat format; /**< The format of the texture, read-only */ + int w; /**< The width of the texture, read-only. */ + int h; /**< The height of the texture, read-only. */ + + int refcount; /**< Application reference count, used when freeing texture */ +}; +#endif /* !SDL_INTERNAL */ + +typedef struct SDL_Texture SDL_Texture; + +/* Function prototypes */ + +/** + * Get the number of 2D rendering drivers available for the current display. + * + * A render driver is a set of code that handles rendering and texture + * management on a particular display. Normally there is only one, but some + * drivers may have several available with different capabilities. + * + * There may be none if SDL was compiled without render support. + * + * \returns the number of built in render drivers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_GetRenderDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); + +/** + * Use this function to get the name of a built in 2D rendering driver. + * + * The list of rendering drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "opengl", + * "direct3d12" or "metal". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the rendering driver; the value ranges from 0 to + * SDL_GetNumRenderDrivers() - 1. + * \returns the name of the rendering driver at the requested index, or NULL + * if an invalid index was specified. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumRenderDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index); + +/** + * Create a window and default renderer. + * + * \param title the title of the window, in UTF-8 encoding. + * \param width the width of the window. + * \param height the height of the window. + * \param window_flags the flags used to create the window (see + * SDL_CreateWindow()). + * \param window a pointer filled with the window, or NULL on error. + * \param renderer a pointer filled with the renderer, or NULL on error. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer); + +/** + * Create a 2D rendering context for a window. + * + * If you want a specific renderer, you can specify its name here. A list of + * available renderers can be obtained by calling SDL_GetRenderDriver() + * multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you + * don't need a specific renderer, specify NULL and SDL will attempt to choose + * the best option for you, based on what is available on the user's system. + * + * If `name` is a comma-separated list, SDL will try each name, in the order + * listed, until one succeeds or all of them fail. + * + * By default the rendering size matches the window size in pixels, but you + * can call SDL_SetRenderLogicalPresentation() to change the content size and + * scaling options. + * + * \param window the window where rendering is displayed. + * \param name the name of the rendering driver to initialize, or NULL to let + * SDL choose one. + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRendererWithProperties + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetNumRenderDrivers + * \sa SDL_GetRenderDriver + * \sa SDL_GetRendererName + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name); + +/** + * Create a 2D rendering context for a window, with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver + * to use, if a specific one is desired + * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is + * displayed, required if this isn't a software renderer using a surface + * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering + * is displayed, if you want a software renderer without a window + * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace + * value describing the colorspace for output to the display, defaults to + * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers + * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and + * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing + * still uses the sRGB colorspace, but values can go beyond 1.0 and float + * (linear) format textures can be used for HDR content. + * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want + * present synchronized with the refresh rate. This property can take any + * value that is supported by SDL_SetRenderVSync() for the renderer. + * + * With the vulkan renderer: + * + * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use + * with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use + * with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the + * VkPhysicalDevice to use with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use + * with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the + * queue family index used for rendering. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the + * queue family index used for presentation. + * + * \param props the properties to use. + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateRenderer + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetRendererName + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name" +#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window" +#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface" +#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace" +#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync" +#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance" +#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface" +#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device" +#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device" +#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index" +#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index" + +/** + * Create a 2D software rendering context for a surface. + * + * Two other API which can be used to create SDL_Renderer: + * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ + * create a software renderer, but they are intended to be used with an + * SDL_Window as the final destination and not an SDL_Surface. + * + * \param surface the SDL_Surface structure representing the surface where + * rendering is done. + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyRenderer + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface); + +/** + * Get the renderer associated with a window. + * + * \param window the window to query. + * \returns the rendering context on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window); + +/** + * Get the window associated with a renderer. + * + * \param renderer the renderer to query. + * \returns the window on success or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer); + +/** + * Get the name of a renderer. + * + * \param renderer the rendering context. + * \returns the name of the selected renderer, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateRendererWithProperties + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer); + +/** + * Get the properties associated with a renderer. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver + * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is + * displayed, if any + * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is + * displayed, if this is a software renderer without a window + * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting + * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width + * and height + * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *) + * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN, + * representing the available texture formats for this renderer. + * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value + * describing the colorspace for output to the display, defaults to + * SDL_COLORSPACE_SRGB. + * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is + * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with + * HDR enabled. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the + * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is + * automatically multiplied into the color scale. This property can change + * dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range + * that can be displayed, in terms of the SDR white point. When HDR is not + * enabled, this will be 1.0. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * + * With the direct3d renderer: + * + * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated + * with the renderer + * + * With the direct3d11 renderer: + * + * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated + * with the renderer + * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1 + * associated with the renderer. This may change when the window is resized. + * + * With the direct3d12 renderer: + * + * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated + * with the renderer + * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4 + * associated with the renderer. + * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue + * associated with the renderer + * + * With the vulkan renderer: + * + * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated + * with the renderer + * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated + * with the renderer + * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice + * associated with the renderer + * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with + * the renderer + * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue + * family index used for rendering + * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue + * family index used for presentation + * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of + * swapchain images, or potential frames in flight, used by the Vulkan + * renderer + * + * With the gpu renderer: + * + * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with + * the renderer + * + * \param renderer the rendering context. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer); + +#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name" +#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window" +#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface" +#define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync" +#define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size" +#define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats" +#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace" +#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled" +#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point" +#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom" +#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" +#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" +#define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain" +#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" +#define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain" +#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" +#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance" +#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface" +#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device" +#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device" +#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index" +#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index" +#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count" +#define SDL_PROP_RENDERER_GPU_DEVICE_POINTER "SDL.renderer.gpu.device" + +/** + * Get the output size in pixels of a rendering context. + * + * This returns the true output size in pixels, ignoring any render targets or + * logical size and presentation. + * + * For the output size of the current rendering target, with logical size + * adjustments, use SDL_GetCurrentRenderOutputSize() instead. + * + * \param renderer the rendering context. + * \param w a pointer filled in with the width in pixels. + * \param h a pointer filled in with the height in pixels. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentRenderOutputSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); + +/** + * Get the current output size in pixels of a rendering context. + * + * If a rendering target is active, this will return the size of the rendering + * target in pixels, otherwise return the value of SDL_GetRenderOutputSize(). + * + * Rendering target or not, the output will be adjusted by the current logical + * presentation state, dictated by SDL_SetRenderLogicalPresentation(). + * + * \param renderer the rendering context. + * \param w a pointer filled in with the current width. + * \param h a pointer filled in with the current height. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderOutputSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); + +/** + * Create a texture for a rendering context. + * + * The contents of a texture when first created are not defined. + * + * \param renderer the rendering context. + * \param format one of the enumerated values in SDL_PixelFormat. + * \param access one of the enumerated values in SDL_TextureAccess. + * \param w the width of the texture in pixels. + * \param h the height of the texture in pixels. + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTextureFromSurface + * \sa SDL_CreateTextureWithProperties + * \sa SDL_DestroyTexture + * \sa SDL_GetTextureSize + * \sa SDL_UpdateTexture + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h); + +/** + * Create a texture from an existing surface. + * + * The surface is not modified or freed by this function. + * + * The SDL_TextureAccess hint for the created texture is + * `SDL_TEXTUREACCESS_STATIC`. + * + * The pixel format of the created texture may be different from the pixel + * format of the surface, and can be queried using the + * SDL_PROP_TEXTURE_FORMAT_NUMBER property. + * + * \param renderer the rendering context. + * \param surface the SDL_Surface structure containing pixel data used to fill + * the texture. + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureWithProperties + * \sa SDL_DestroyTexture + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface); + +/** + * Create a texture for a rendering context with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value + * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR + * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, + * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for + * YUV textures. + * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in + * SDL_PixelFormat, defaults to the best RGBA format for the renderer + * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in + * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC + * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in + * pixels, required + * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in + * pixels, required + * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating + * point textures, this defines the value of 100% diffuse white, with higher + * values being displayed in the High Dynamic Range headroom. This defaults + * to 100 for HDR10 textures and 1.0 for floating point textures. + * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating + * point textures, this defines the maximum dynamic range used by the + * content, in terms of the SDR white point. This would be equivalent to + * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. + * If this is defined, any values outside the range supported by the display + * will be scaled into the available HDR headroom, otherwise they are + * clipped. + * + * With the direct3d11 renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the direct3d12 renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the metal renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef + * associated with the texture, if you want to create a texture from an + * existing pixel buffer. + * + * With the opengl renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the opengles2 renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the vulkan renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if + * you want to wrap an existing texture. + * + * \param renderer the rendering context. + * \param props the properties to use. + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + * \sa SDL_DestroyTexture + * \sa SDL_GetTextureSize + * \sa SDL_UpdateTexture + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props); + +#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace" +#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format" +#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access" +#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width" +#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height" +#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point" +#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom" +#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture" +#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u" +#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v" +#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture" +#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u" +#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v" +#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v" +#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture" + +/** + * Get the properties associated with a texture. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing + * the texture colorspace. + * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in + * SDL_PixelFormat. + * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in + * SDL_TextureAccess. + * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels. + * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels. + * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point + * textures, this defines the value of 100% diffuse white, with higher + * values being displayed in the High Dynamic Range headroom. This defaults + * to 100 for HDR10 textures and 1.0 for other textures. + * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point + * textures, this defines the maximum dynamic range used by the content, in + * terms of the SDR white point. If this is defined, any values outside the + * range supported by the display will be scaled into the available HDR + * headroom, otherwise they are clipped. This defaults to 1.0 for SDR + * textures, 4.0 for HDR10 textures, and no default for floating point + * textures. + * + * With the direct3d11 renderer: + * + * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated + * with the texture + * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D + * associated with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D + * associated with the V plane of a YUV texture + * + * With the direct3d12 renderer: + * + * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated + * with the texture + * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated + * with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated + * with the V plane of a YUV texture + * + * With the vulkan renderer: + * + * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the + * texture + * + * With the opengl renderer: + * + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated + * with the texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated + * with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated + * with the V plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the + * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc) + * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of + * the texture (0.0 - 1.0) + * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of + * the texture (0.0 - 1.0) + * + * With the opengles2 renderer: + * + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture + * associated with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture + * associated with the V plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the + * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc) + * + * \param texture the texture to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture); + +#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace" +#define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format" +#define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access" +#define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width" +#define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height" +#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point" +#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom" +#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" +#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" +#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" +#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" +#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" +#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target" +#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" +#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target" +#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture" + +/** + * Get the renderer that created an SDL_Texture. + * + * \param texture the texture to query. + * \returns a pointer to the SDL_Renderer that created the texture, or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture); + +/** + * Get the size of a texture, as floating point values. + * + * \param texture the texture to query. + * \param w a pointer filled in with the width of the texture in pixels. This + * argument can be NULL if you don't need this information. + * \param h a pointer filled in with the height of the texture in pixels. This + * argument can be NULL if you don't need this information. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h); + +/** + * Set an additional color value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * (color / 255)` + * + * Color modulation is not always supported by the renderer; it will return + * false if color modulation is not supported. + * + * \param texture the texture to update. + * \param r the red color value multiplied into copy operations. + * \param g the green color value multiplied into copy operations. + * \param b the blue color value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureColorModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b); + + +/** + * Set an additional color value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * color` + * + * Color modulation is not always supported by the renderer; it will return + * false if color modulation is not supported. + * + * \param texture the texture to update. + * \param r the red color value multiplied into copy operations. + * \param g the green color value multiplied into copy operations. + * \param b the blue color value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureColorModFloat + * \sa SDL_SetTextureAlphaModFloat + * \sa SDL_SetTextureColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b); + + +/** + * Get the additional color value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_GetTextureColorModFloat + * \sa SDL_SetTextureColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b); + +/** + * Get the additional color value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaModFloat + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureColorModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b); + +/** + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` + * + * Alpha modulation is not always supported by the renderer; it will return + * false if alpha modulation is not supported. + * + * \param texture the texture to update. + * \param alpha the source alpha value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureAlphaModFloat + * \sa SDL_SetTextureColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha); + +/** + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * alpha` + * + * Alpha modulation is not always supported by the renderer; it will return + * false if alpha modulation is not supported. + * + * \param texture the texture to update. + * \param alpha the source alpha value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaModFloat + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureColorModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha); + +/** + * Get the additional alpha value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param alpha a pointer filled in with the current alpha value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaModFloat + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha); + +/** + * Get the additional alpha value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param alpha a pointer filled in with the current alpha value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_GetTextureColorModFloat + * \sa SDL_SetTextureAlphaModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha); + +/** + * Set the blend mode for a texture, used by SDL_RenderTexture(). + * + * If the blend mode is not supported, the closest supported mode is chosen + * and this function returns false. + * + * \param texture the texture to update. + * \param blendMode the SDL_BlendMode to use for texture blending. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode); + +/** + * Get the blend mode used for texture copy operations. + * + * \param texture the texture to query. + * \param blendMode a pointer filled in with the current SDL_BlendMode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextureBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode); + +/** + * Set the scale mode used for texture scale operations. + * + * The default texture scale mode is SDL_SCALEMODE_LINEAR. + * + * If the scale mode is not supported, the closest supported mode is chosen. + * + * \param texture the texture to update. + * \param scaleMode the SDL_ScaleMode to use for texture scaling. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureScaleMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode); + +/** + * Get the scale mode used for texture scale operations. + * + * \param texture the texture to query. + * \param scaleMode a pointer filled in with the current scale mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextureScaleMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode); + +/** + * Update the given texture rectangle with new pixel data. + * + * The pixel data must be in the pixel format of the texture, which can be + * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property. + * + * This is a fairly slow function, intended for use with static textures that + * do not change often. + * + * If the texture is intended to be updated often, it is preferred to create + * the texture as streaming and use the locking functions referenced below. + * While this function will work with streaming textures, for optimization + * reasons you may not get the pixels back if you lock the texture afterward. + * + * \param texture the texture to update. + * \param rect an SDL_Rect structure representing the area to update, or NULL + * to update the entire texture. + * \param pixels the raw pixel data in the format of the texture. + * \param pitch the number of bytes in a row of pixel data, including padding + * between lines. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + * \sa SDL_UpdateNVTexture + * \sa SDL_UpdateYUVTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch); + +/** + * Update a rectangle within a planar YV12 or IYUV texture with new pixel + * data. + * + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of Y and U/V planes in the proper order, but this function is + * available if your pixel data is not contiguous. + * + * \param texture the texture to update. + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param Uplane the raw pixel data for the U plane. + * \param Upitch the number of bytes between rows of pixel data for the U + * plane. + * \param Vplane the raw pixel data for the V plane. + * \param Vpitch the number of bytes between rows of pixel data for the V + * plane. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UpdateNVTexture + * \sa SDL_UpdateTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); + +/** + * Update a rectangle within a planar NV12 or NV21 texture with new pixels. + * + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of NV12/21 planes in the proper order, but this function is available + * if your pixel data is not contiguous. + * + * \param texture the texture to update. + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param UVplane the raw pixel data for the UV plane. + * \param UVpitch the number of bytes between rows of pixel data for the UV + * plane. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UpdateTexture + * \sa SDL_UpdateYUVTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +/** + * Lock a portion of the texture for **write-only** pixel access. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING`. + * \param rect an SDL_Rect structure representing the area to lock for access; + * NULL to lock the entire texture. + * \param pixels this is filled in with a pointer to the locked pixels, + * appropriately offset by the locked area. + * \param pitch this is filled in with the pitch of the locked pixels; the + * pitch is the length of one row in bytes. + * \returns true on success or false if the texture is not valid or was not + * created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError() + * for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTextureToSurface + * \sa SDL_UnlockTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture, + const SDL_Rect *rect, + void **pixels, int *pitch); + +/** + * Lock a portion of the texture for **write-only** pixel access, and expose + * it as a SDL surface. + * + * Besides providing an SDL_Surface instead of raw pixel data, this function + * operates like SDL_LockTexture. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * The returned surface is freed internally after calling SDL_UnlockTexture() + * or SDL_DestroyTexture(). The caller should not free it. + * + * \param texture the texture to lock for access, which must be created with + * `SDL_TEXTUREACCESS_STREAMING`. + * \param rect a pointer to the rectangle to lock for access. If the rect is + * NULL, the entire texture will be locked. + * \param surface a pointer to an SDL surface of size **rect**. Don't assume + * any specific pixel content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface); + +/** + * Unlock a texture, uploading the changes to video memory, if needed. + * + * **Warning**: Please note that SDL_LockTexture() is intended to be + * write-only; it will not guarantee the previous contents of the texture will + * be provided. You must fully initialize any area of a texture that you lock + * before unlocking it, as the pixels might otherwise be uninitialized memory. + * + * Which is to say: locking and immediately unlocking a texture can result in + * corrupted textures, depending on the renderer in use. + * + * \param texture a texture locked by SDL_LockTexture(). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTexture + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); + +/** + * Set a texture as the current rendering target. + * + * The default render target is the window for which the renderer was created. + * To stop rendering to a texture and render to the window again, call this + * function with a NULL `texture`. + * + * Viewport, cliprect, scale, and logical presentation are unique to each + * render target. Get and set functions for these states apply to the current + * render target set by this function, and those states persist on each target + * when the current render target changes. + * + * \param renderer the rendering context. + * \param texture the targeted texture, which must be created with the + * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the + * window instead of a texture. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderTarget + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); + +/** + * Get the current render target. + * + * The default render target is the window for which the renderer was created, + * and is reported a NULL here. + * + * \param renderer the rendering context. + * \returns the current render target or NULL for the default render target. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderTarget + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); + +/** + * Set a device-independent resolution and presentation mode for rendering. + * + * This function sets the width and height of the logical rendering output. + * The renderer will act as if the current render target is always the + * requested dimensions, scaling to the actual resolution as necessary. + * + * This can be useful for games that expect a fixed size, but would like to + * scale the output to whatever is available, regardless of how a user resizes + * a window, or if the display is high DPI. + * + * Logical presentation can be used with both render target textures and the + * renderer's window; the state is unique to each render target, and this + * function sets the state for the current render target. It might be useful + * to draw to a texture that matches the window dimensions with logical + * presentation enabled, and then draw that texture across the entire window + * with logical presentation disabled. Be careful not to render both with + * logical presentation enabled, however, as this could produce + * double-letterboxing, etc. + * + * You can disable logical coordinates by setting the mode to + * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel + * resolution of the render target; it is safe to toggle logical presentation + * during the rendering of a frame: perhaps most of the rendering is done to + * specific dimensions but to make fonts look sharp, the app turns off logical + * presentation while drawing text, for example. + * + * For the renderer's window, letterboxing is drawn into the framebuffer if + * logical presentation is enabled during SDL_RenderPresent; be sure to + * reenable it before presenting if you were toggling it, otherwise the + * letterbox areas might have artifacts from previous frames (or artifacts + * from external overlays, etc). Letterboxing is never drawn into texture + * render targets; be sure to call SDL_RenderClear() before drawing into the + * texture so the letterboxing areas are cleared, if appropriate. + * + * You can convert coordinates in an event into rendering coordinates using + * SDL_ConvertEventToRenderCoordinates(). + * + * \param renderer the rendering context. + * \param w the width of the logical resolution. + * \param h the height of the logical resolution. + * \param mode the presentation mode used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertEventToRenderCoordinates + * \sa SDL_GetRenderLogicalPresentation + * \sa SDL_GetRenderLogicalPresentationRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode); + +/** + * Get device independent resolution and presentation mode for rendering. + * + * This function gets the width and height of the logical rendering output, or + * the output size in pixels if a logical resolution is not enabled. + * + * Each render target has its own logical presentation state. This function + * gets the state for the current render target. + * + * \param renderer the rendering context. + * \param w an int to be filled with the width. + * \param h an int to be filled with the height. + * \param mode the presentation mode used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode); + +/** + * Get the final presentation rectangle for rendering. + * + * This function returns the calculated rectangle used for logical + * presentation, based on the presentation mode and output size. If logical + * presentation is disabled, it will fill the rectangle with the output size, + * in pixels. + * + * Each render target has its own logical presentation state. This function + * gets the rectangle for the current render target. + * + * \param renderer the rendering context. + * \param rect a pointer filled in with the final presentation rectangle, may + * be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect); + +/** + * Get a point in render coordinates when given a point in window coordinates. + * + * This takes into account several states: + * + * - The window dimensions. + * - The logical presentation settings (SDL_SetRenderLogicalPresentation) + * - The scale (SDL_SetRenderScale) + * - The viewport (SDL_SetRenderViewport) + * + * \param renderer the rendering context. + * \param window_x the x coordinate in window coordinates. + * \param window_y the y coordinate in window coordinates. + * \param x a pointer filled with the x coordinate in render coordinates. + * \param y a pointer filled with the y coordinate in render coordinates. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + * \sa SDL_SetRenderScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y); + +/** + * Get a point in window coordinates when given a point in render coordinates. + * + * This takes into account several states: + * + * - The window dimensions. + * - The logical presentation settings (SDL_SetRenderLogicalPresentation) + * - The scale (SDL_SetRenderScale) + * - The viewport (SDL_SetRenderViewport) + * + * \param renderer the rendering context. + * \param x the x coordinate in render coordinates. + * \param y the y coordinate in render coordinates. + * \param window_x a pointer filled with the x coordinate in window + * coordinates. + * \param window_y a pointer filled with the y coordinate in window + * coordinates. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + * \sa SDL_SetRenderScale + * \sa SDL_SetRenderViewport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y); + +/** + * Convert the coordinates in an event to render coordinates. + * + * This takes into account several states: + * + * - The window dimensions. + * - The logical presentation settings (SDL_SetRenderLogicalPresentation) + * - The scale (SDL_SetRenderScale) + * - The viewport (SDL_SetRenderViewport) + * + * Various event types are converted with this function: mouse, touch, pen, + * etc. + * + * Touch coordinates are converted from normalized coordinates in the window + * to non-normalized rendering coordinates. + * + * Relative mouse coordinates (xrel and yrel event fields) are _also_ + * converted. Applications that do not want these fields converted should use + * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of + * converting the entire event structure. + * + * Once converted, coordinates may be outside the rendering area. + * + * \param renderer the rendering context. + * \param event the event to modify. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderCoordinatesFromWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event); + +/** + * Set the drawing area for rendering on the current target. + * + * Drawing will clip to this area (separately from any clipping done with + * SDL_SetRenderClipRect), and the top left of the area will become coordinate + * (0, 0) for future drawing commands. + * + * The area's width and height must be >= 0. + * + * Each render target has its own viewport. This function sets the viewport + * for the current render target. + * + * \param renderer the rendering context. + * \param rect the SDL_Rect structure representing the drawing area, or NULL + * to set the viewport to the entire target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderViewport + * \sa SDL_RenderViewportSet + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect); + +/** + * Get the drawing area for the current target. + * + * Each render target has its own viewport. This function gets the viewport + * for the current render target. + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure filled in with the current drawing area. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderViewportSet + * \sa SDL_SetRenderViewport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect); + +/** + * Return whether an explicit rectangle was set as the viewport. + * + * This is useful if you're saving and restoring the viewport and want to know + * whether you should restore a specific rectangle or NULL. Note that the + * viewport is always reset when changing rendering targets. + * + * Each render target has its own viewport. This function checks the viewport + * for the current render target. + * + * \param renderer the rendering context. + * \returns true if the viewport was set to a specific rectangle, or false if + * it was set to NULL (the entire target). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderViewport + * \sa SDL_SetRenderViewport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer); + +/** + * Get the safe area for rendering within the current viewport. + * + * Some devices have portions of the screen which are partially obscured or + * not interactive, possibly due to on-screen controls, curved edges, camera + * notches, TV overscan, etc. This function provides the area of the current + * viewport which is safe to have interactible content. You should continue + * rendering into the rest of the render target, but it should not contain + * visually important or interactible content. + * + * \param renderer the rendering context. + * \param rect a pointer filled in with the area that is safe for interactive + * content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect); + +/** + * Set the clip rectangle for rendering on the specified target. + * + * Each render target has its own clip rectangle. This function sets the + * cliprect for the current render target. + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure representing the clip area, relative to + * the viewport, or NULL to disable clipping. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderClipRect + * \sa SDL_RenderClipEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect); + +/** + * Get the clip rectangle for the current target. + * + * Each render target has its own clip rectangle. This function gets the + * cliprect for the current render target. + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure filled in with the current clipping area + * or an empty rectangle if clipping is disabled. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderClipEnabled + * \sa SDL_SetRenderClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); + +/** + * Get whether clipping is enabled on the given render target. + * + * Each render target has its own clip rectangle. This function checks the + * cliprect for the current render target. + * + * \param renderer the rendering context. + * \returns true if clipping is enabled or false if not; call SDL_GetError() + * for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderClipRect + * \sa SDL_SetRenderClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer); + +/** + * Set the drawing scale for rendering on the current target. + * + * The drawing coordinates are scaled by the x/y scaling factors before they + * are used by the renderer. This allows resolution independent drawing with a + * single coordinate system. + * + * If this results in scaling or subpixel drawing by the rendering backend, it + * will be handled using the appropriate quality hints. For best results use + * integer scaling factors. + * + * Each render target has its own scale. This function sets the scale for the + * current render target. + * + * \param renderer the rendering context. + * \param scaleX the horizontal scaling factor. + * \param scaleY the vertical scaling factor. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY); + +/** + * Get the drawing scale for the current target. + * + * Each render target has its own scale. This function gets the scale for the + * current render target. + * + * \param renderer the rendering context. + * \param scaleX a pointer filled in with the horizontal scaling factor. + * \param scaleY a pointer filled in with the vertical scaling factor. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY); + +/** + * Set the color used for drawing operations. + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context. + * \param r the red value used to draw on the rendering target. + * \param g the green value used to draw on the rendering target. + * \param b the blue value used to draw on the rendering target. + * \param a the alpha value used to draw on the rendering target; usually + * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to + * specify how the alpha channel is used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawColor + * \sa SDL_SetRenderDrawColorFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Set the color used for drawing operations (Rect, Line and Clear). + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context. + * \param r the red value used to draw on the rendering target. + * \param g the green value used to draw on the rendering target. + * \param b the blue value used to draw on the rendering target. + * \param a the alpha value used to draw on the rendering target. Use + * SDL_SetRenderDrawBlendMode to specify how the alpha channel is + * used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawColorFloat + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a); + +/** + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context. + * \param r a pointer filled in with the red value used to draw on the + * rendering target. + * \param g a pointer filled in with the green value used to draw on the + * rendering target. + * \param b a pointer filled in with the blue value used to draw on the + * rendering target. + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target; usually `SDL_ALPHA_OPAQUE` (255). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawColorFloat + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); + +/** + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context. + * \param r a pointer filled in with the red value used to draw on the + * rendering target. + * \param g a pointer filled in with the green value used to draw on the + * rendering target. + * \param b a pointer filled in with the blue value used to draw on the + * rendering target. + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawColorFloat + * \sa SDL_GetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a); + +/** + * Set the color scale used for render operations. + * + * The color scale is an additional scale multiplied into the pixel color + * value while rendering. This can be used to adjust the brightness of colors + * during HDR rendering, or changing HDR video brightness when playing on an + * SDR display. + * + * The color scale does not affect the alpha channel, only the color + * brightness. + * + * \param renderer the rendering context. + * \param scale the color scale value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderColorScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale); + +/** + * Get the color scale used for render operations. + * + * \param renderer the rendering context. + * \param scale a pointer filled in with the current color scale value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderColorScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale); + +/** + * Set the blend mode used for drawing operations (Fill and Line). + * + * If the blend mode is not supported, the closest supported mode is chosen. + * + * \param renderer the rendering context. + * \param blendMode the SDL_BlendMode to use for blending. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode); + +/** + * Get the blend mode used for drawing operations. + * + * \param renderer the rendering context. + * \param blendMode a pointer filled in with the current SDL_BlendMode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode); + +/** + * Clear the current rendering target with the drawing color. + * + * This function clears the entire rendering target, ignoring the viewport and + * the clip rectangle. Note, that clearing will also set/fill all pixels of + * the rendering target to current renderer draw color, so make sure to invoke + * SDL_SetRenderDrawColor() when needed. + * + * \param renderer the rendering context. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer); + +/** + * Draw a point on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw a point. + * \param x the x coordinate of the point. + * \param y the y coordinate of the point. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderPoints + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y); + +/** + * Draw multiple points on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw multiple points. + * \param points the points to draw. + * \param count the number of points to draw. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderPoint + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); + +/** + * Draw a line on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw a line. + * \param x1 the x coordinate of the start point. + * \param y1 the y coordinate of the start point. + * \param x2 the x coordinate of the end point. + * \param y2 the y coordinate of the end point. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderLines + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2); + +/** + * Draw a series of connected lines on the current rendering target at + * subpixel precision. + * + * \param renderer the renderer which should draw multiple lines. + * \param points the points along the lines. + * \param count the number of points, drawing count-1 lines. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderLine + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); + +/** + * Draw a rectangle on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw a rectangle. + * \param rect a pointer to the destination rectangle, or NULL to outline the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect); + +/** + * Draw some number of rectangles on the current rendering target at subpixel + * precision. + * + * \param renderer the renderer which should draw multiple rectangles. + * \param rects a pointer to an array of destination rectangles. + * \param count the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); + +/** + * Fill a rectangle on the current rendering target with the drawing color at + * subpixel precision. + * + * \param renderer the renderer which should fill a rectangle. + * \param rect a pointer to the destination rectangle, or NULL for the entire + * rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderFillRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect); + +/** + * Fill some number of rectangles on the current rendering target with the + * drawing color at subpixel precision. + * + * \param renderer the renderer which should fill multiple rectangles. + * \param rects a pointer to an array of destination rectangles. + * \param count the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderFillRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); + +/** + * Copy a portion of the texture to the current rendering target at subpixel + * precision. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTextureRotated + * \sa SDL_RenderTextureTiled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect); + +/** + * Copy a portion of the source texture to the current rendering target, with + * rotation and flipping, at subpixel precision. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \param angle an angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction. + * \param center a pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around dstrect.w/2, dstrect.h/2). + * \param flip an SDL_FlipMode value stating which flipping actions should be + * performed on the texture. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_FRect *srcrect, const SDL_FRect *dstrect, + double angle, const SDL_FPoint *center, + SDL_FlipMode flip); + +/** + * Copy a portion of the source texture to the current rendering target, with + * affine transform, at subpixel precision. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param origin a pointer to a point indicating where the top-left corner of + * srcrect should be mapped to, or NULL for the rendering + * target's origin. + * \param right a pointer to a point indicating where the top-right corner of + * srcrect should be mapped to, or NULL for the rendering + * target's top-right corner. + * \param down a pointer to a point indicating where the bottom-left corner of + * srcrect should be mapped to, or NULL for the rendering target's + * bottom-left corner. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety You may only call this function from the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_FRect *srcrect, const SDL_FPoint *origin, + const SDL_FPoint *right, const SDL_FPoint *down); + +/** + * Tile a portion of the texture to the current rendering target at subpixel + * precision. + * + * The pixels in `srcrect` will be repeated as many times as needed to + * completely fill `dstrect`. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param scale the scale used to transform srcrect into the destination + * rectangle, e.g. a 32x32 texture with a scale of 2 would fill + * 64x64 tiles. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect); + +/** + * Perform a scaled copy using the 9-grid algorithm to the current rendering + * target at subpixel precision. + * + * The pixels in the texture are split into a 3x3 grid, using the different + * corner sizes for each corner, and the sides and center making up the + * remaining pixels. The corners are then scaled using `scale` and fit into + * the corners of the destination rectangle. The sides and center are then + * stretched into place to cover the remaining destination rectangle. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect the SDL_Rect structure representing the rectangle to be used + * for the 9-grid, or NULL to use the entire texture. + * \param left_width the width, in pixels, of the left corners in `srcrect`. + * \param right_width the width, in pixels, of the right corners in `srcrect`. + * \param top_height the height, in pixels, of the top corners in `srcrect`. + * \param bottom_height the height, in pixels, of the bottom corners in + * `srcrect`. + * \param scale the scale used to transform the corner of `srcrect` into the + * corner of `dstrect`, or 0.0f for an unscaled copy. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex array Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param renderer the rendering context. + * \param texture (optional) The SDL texture to use. + * \param vertices vertices. + * \param num_vertices number of vertices. + * \param indices (optional) An array of integer indices into the 'vertices' + * array, if NULL all vertices will be rendered in sequential + * order. + * \param num_indices number of indices. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderGeometryRaw + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, + SDL_Texture *texture, + const SDL_Vertex *vertices, int num_vertices, + const int *indices, int num_indices); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex arrays Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param renderer the rendering context. + * \param texture (optional) The SDL texture to use. + * \param xy vertex positions. + * \param xy_stride byte size to move from one element to the next element. + * \param color vertex colors (as SDL_FColor). + * \param color_stride byte size to move from one element to the next element. + * \param uv vertex normalized texture coordinates. + * \param uv_stride byte size to move from one element to the next element. + * \param num_vertices number of vertices. + * \param indices (optional) An array of indices into the 'vertices' arrays, + * if NULL all vertices will be rendered in sequential order. + * \param num_indices number of indices. + * \param size_indices index size: 1 (byte), 2 (short), 4 (int). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderGeometry + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, + SDL_Texture *texture, + const float *xy, int xy_stride, + const SDL_FColor *color, int color_stride, + const float *uv, int uv_stride, + int num_vertices, + const void *indices, int num_indices, int size_indices); + +/** + * Read pixels from the current rendering target. + * + * The returned surface contains pixels inside the desired area clipped to the + * current viewport, and should be freed with SDL_DestroySurface(). + * + * Note that this returns the actual pixels on the screen, so if you are using + * logical presentation you should use SDL_GetRenderLogicalPresentationRect() + * to get the area containing your content. + * + * **WARNING**: This is a very slow operation, and should not be used + * frequently. If you're using this on the main rendering target, it should be + * called after rendering and before SDL_RenderPresent(). + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure representing the area to read, which will + * be clipped to the current viewport, or NULL for the entire + * viewport. + * \returns a new SDL_Surface on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect); + +/** + * Update the screen with any rendering performed since the previous call. + * + * SDL's rendering functions operate on a backbuffer; that is, calling a + * rendering function such as SDL_RenderLine() does not directly put a line on + * the screen, but rather updates the backbuffer. As such, you compose your + * entire scene and *present* the composed backbuffer to the screen as a + * complete picture. + * + * Therefore, when using SDL's rendering API, one does all drawing intended + * for the frame, and then calls this function once per frame to present the + * final drawing to the user. + * + * The backbuffer should be considered invalidated after each present; do not + * assume that previous contents will exist between frames. You are strongly + * encouraged to call SDL_RenderClear() to initialize the backbuffer before + * starting each new frame's drawing, even if you plan to overwrite every + * pixel. + * + * Please note, that in case of rendering to a texture - there is **no need** + * to call `SDL_RenderPresent` after drawing needed objects to a texture, and + * should not be done; you are only required to change back the rendering + * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as + * textures by themselves do not have a concept of backbuffers. Calling + * SDL_RenderPresent while rendering to a texture will still update the screen + * with any current drawing that has been done _to the window itself_. + * + * \param renderer the rendering context. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_RenderClear + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderLine + * \sa SDL_RenderLines + * \sa SDL_RenderPoint + * \sa SDL_RenderPoints + * \sa SDL_RenderRect + * \sa SDL_RenderRects + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer); + +/** + * Destroy the specified texture. + * + * Passing NULL or an otherwise invalid texture will set the SDL error message + * to "Invalid texture". + * + * \param texture the texture to destroy. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture); + +/** + * Destroy the rendering context for a window and free all associated + * textures. + * + * This should be called before destroying the associated window. + * + * \param renderer the rendering context. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); + +/** + * Force the rendering context to flush any pending commands and state. + * + * You do not need to (and in fact, shouldn't) call this function unless you + * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in + * addition to using an SDL_Renderer. + * + * This is for a very-specific case: if you are using SDL's render API, and + * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API + * calls. If this applies, you should call this function between calls to + * SDL's render API and the low-level API you're using in cooperation. + * + * In all other cases, you can ignore this function. + * + * This call makes SDL flush any pending rendering work it was queueing up to + * do later in a single batch, and marks any internal cached state as invalid, + * so it'll prepare all its state again later, from scratch. + * + * This means you do not need to save state in your rendering code to protect + * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and + * OpenGL state that can confuse things; you should use your best judgment and + * be prepared to make changes if specific state needs to be protected. + * + * \param renderer the rendering context. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer); + +/** + * Get the CAMetalLayer associated with the given Metal renderer. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to a `CAMetalLayer *`. + * + * \param renderer the renderer to query. + * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a + * Metal renderer. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderMetalCommandEncoder + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer); + +/** + * Get the Metal command encoder for the current frame. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to an `id`. + * + * This will return NULL if Metal refuses to give SDL a drawable to render to, + * which might happen if the window is hidden/minimized/offscreen. This + * doesn't apply to command encoders for render targets, just the window's + * backbuffer. Check your return values! + * + * \param renderer the renderer to query. + * \returns an `id` on success, or NULL if the + * renderer isn't a Metal renderer or there was an error. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderMetalLayer + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer); + + +/** + * Add a set of synchronization semaphores for the current frame. + * + * The Vulkan renderer will wait for `wait_semaphore` before submitting + * rendering commands and signal `signal_semaphore` after rendering commands + * are complete for this frame. + * + * This should be called each frame that you want semaphore synchronization. + * The Vulkan renderer may have multiple frames in flight on the GPU, so you + * should have multiple semaphores that are used for synchronization. Querying + * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the + * maximum number of semaphores you'll need. + * + * \param renderer the rendering context. + * \param wait_stage_mask the VkPipelineStageFlags for the wait. + * \param wait_semaphore a VkSempahore to wait on before rendering the current + * frame, or 0 if not needed. + * \param signal_semaphore a VkSempahore that SDL will signal when rendering + * for the current frame is complete, or 0 if not + * needed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is **NOT** safe to call this function from two threads at + * once. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore); + +/** + * Toggle VSync of the given renderer. + * + * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED. + * + * The `vsync` parameter can be 1 to synchronize present with every vertical + * refresh, 2 to synchronize present with every second vertical refresh, etc., + * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or + * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by + * every driver, so you should check the return value to see whether the + * requested setting is supported. + * + * \param renderer the renderer to toggle. + * \param vsync the vertical refresh sync interval. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync); + +#define SDL_RENDERER_VSYNC_DISABLED 0 +#define SDL_RENDERER_VSYNC_ADAPTIVE (-1) + +/** + * Get VSync of the given renderer. + * + * \param renderer the renderer to toggle. + * \param vsync an int filled with the current vertical refresh sync interval. + * See SDL_SetRenderVSync() for the meaning of the value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); + +/** + * The size, in pixels, of a single SDL_RenderDebugText() character. + * + * The font is monospaced and square, so this applies to all characters. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_RenderDebugText + */ +#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8 + +/** + * Draw debug text to an SDL_Renderer. + * + * This function will render a string of text to an SDL_Renderer. Note that + * this is a convenience function for debugging, with severe limitations, and + * not intended to be used for production apps and games. + * + * Among these limitations: + * + * - It accepts UTF-8 strings, but will only renders ASCII characters. + * - It has a single, tiny size (8x8 pixels). One can use logical presentation + * or scaling to adjust it, but it will be blurry. + * - It uses a simple, hardcoded bitmap font. It does not allow different font + * selections and it does not support truetype, for proper scaling. + * - It does no word-wrapping and does not treat newline characters as a line + * break. If the text goes out of the window, it's gone. + * + * For serious text rendering, there are several good options, such as + * SDL_ttf, stb_truetype, or other external libraries. + * + * On first use, this will create an internal texture for rendering glyphs. + * This texture will live until the renderer is destroyed. + * + * The text is drawn in the color specified by SDL_SetRenderDrawColor(). + * + * \param renderer the renderer which should draw a line of text. + * \param x the x coordinate where the top-left corner of the text will draw. + * \param y the y coordinate where the top-left corner of the text will draw. + * \param str the string to render. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderDebugTextFormat + * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str); + +/** + * Draw debug text to an SDL_Renderer. + * + * This function will render a printf()-style format string to a renderer. + * Note that this is a convinence function for debugging, with severe + * limitations, and is not intended to be used for production apps and games. + * + * For the full list of limitations and other useful information, see + * SDL_RenderDebugText. + * + * \param renderer the renderer which should draw the text. + * \param x the x coordinate where the top-left corner of the text will draw. + * \param y the y coordinate where the top-left corner of the text will draw. + * \param fmt the format string to draw. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderDebugText + * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_render_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_revision.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_revision.h new file mode 100644 index 0000000..f0f57cd --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_revision.h @@ -0,0 +1,56 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Version */ + +/* + * SDL_revision.h contains the SDL revision, which might be defined on the + * compiler command line, or generated right into the header itself by the + * build system. + */ + +#ifndef SDL_revision_h_ +#define SDL_revision_h_ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * This macro is a string describing the source at a particular point in + * development. + * + * This string is often generated from revision control's state at build time. + * + * This string can be quite complex and does not follow any standard. For + * example, it might be something like "SDL-prerelease-3.1.1-47-gf687e0732". + * It might also be user-defined at build time, so it's best to treat it as a + * clue in debugging forensics and not something the app will parse in any + * way. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_REVISION "Some arbitrary string decided at SDL build time" +#elif defined(SDL_VENDOR_INFO) +#define SDL_REVISION SDL_VENDOR_INFO +#else +#define SDL_REVISION "" +#endif + +#endif /* SDL_revision_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_scancode.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_scancode.h new file mode 100644 index 0000000..9650a6c --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_scancode.h @@ -0,0 +1,429 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryScancode + * + * Defines keyboard scancodes. + * + * Please refer to the Best Keyboard Practices document for details on what + * this information means and how best to use it. + * + * https://wiki.libsdl.org/SDL3/BestKeyboardPractices + */ + +#ifndef SDL_scancode_h_ +#define SDL_scancode_h_ + +#include + +/** + * The SDL keyboard scancode representation. + * + * An SDL scancode is the physical representation of a key on the keyboard, + * independent of language and keyboard mapping. + * + * Values of this type are used to represent keyboard keys, among other places + * in the `scancode` field of the SDL_KeyboardEvent structure. + * + * The values in this enumeration are based on the USB usage page standard: + * https://usb.org/sites/default/files/hut1_5.pdf + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_Scancode +{ + SDL_SCANCODE_UNKNOWN = 0, + + /** + * \name Usage page 0x07 + * + * These values are from usage page 0x07 (USB keyboard page). + */ + /* @{ */ + + SDL_SCANCODE_A = 4, + SDL_SCANCODE_B = 5, + SDL_SCANCODE_C = 6, + SDL_SCANCODE_D = 7, + SDL_SCANCODE_E = 8, + SDL_SCANCODE_F = 9, + SDL_SCANCODE_G = 10, + SDL_SCANCODE_H = 11, + SDL_SCANCODE_I = 12, + SDL_SCANCODE_J = 13, + SDL_SCANCODE_K = 14, + SDL_SCANCODE_L = 15, + SDL_SCANCODE_M = 16, + SDL_SCANCODE_N = 17, + SDL_SCANCODE_O = 18, + SDL_SCANCODE_P = 19, + SDL_SCANCODE_Q = 20, + SDL_SCANCODE_R = 21, + SDL_SCANCODE_S = 22, + SDL_SCANCODE_T = 23, + SDL_SCANCODE_U = 24, + SDL_SCANCODE_V = 25, + SDL_SCANCODE_W = 26, + SDL_SCANCODE_X = 27, + SDL_SCANCODE_Y = 28, + SDL_SCANCODE_Z = 29, + + SDL_SCANCODE_1 = 30, + SDL_SCANCODE_2 = 31, + SDL_SCANCODE_3 = 32, + SDL_SCANCODE_4 = 33, + SDL_SCANCODE_5 = 34, + SDL_SCANCODE_6 = 35, + SDL_SCANCODE_7 = 36, + SDL_SCANCODE_8 = 37, + SDL_SCANCODE_9 = 38, + SDL_SCANCODE_0 = 39, + + SDL_SCANCODE_RETURN = 40, + SDL_SCANCODE_ESCAPE = 41, + SDL_SCANCODE_BACKSPACE = 42, + SDL_SCANCODE_TAB = 43, + SDL_SCANCODE_SPACE = 44, + + SDL_SCANCODE_MINUS = 45, + SDL_SCANCODE_EQUALS = 46, + SDL_SCANCODE_LEFTBRACKET = 47, + SDL_SCANCODE_RIGHTBRACKET = 48, + SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return + * key on ISO keyboards and at the right end + * of the QWERTY row on ANSI keyboards. + * Produces REVERSE SOLIDUS (backslash) and + * VERTICAL LINE in a US layout, REVERSE + * SOLIDUS and VERTICAL LINE in a UK Mac + * layout, NUMBER SIGN and TILDE in a UK + * Windows layout, DOLLAR SIGN and POUND SIGN + * in a Swiss German layout, NUMBER SIGN and + * APOSTROPHE in a German layout, GRAVE + * ACCENT and POUND SIGN in a French Mac + * layout, and ASTERISK and MICRO SIGN in a + * French Windows layout. + */ + SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code + * instead of 49 for the same key, but all + * OSes I've seen treat the two codes + * identically. So, as an implementor, unless + * your keyboard generates both of those + * codes and your OS treats them differently, + * you should generate SDL_SCANCODE_BACKSLASH + * instead of this code. As a user, you + * should not rely on this code because SDL + * will never generate it with most (all?) + * keyboards. + */ + SDL_SCANCODE_SEMICOLON = 51, + SDL_SCANCODE_APOSTROPHE = 52, + SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI + * and ISO keyboards). Produces GRAVE ACCENT and + * TILDE in a US Windows layout and in US and UK + * Mac layouts on ANSI keyboards, GRAVE ACCENT + * and NOT SIGN in a UK Windows layout, SECTION + * SIGN and PLUS-MINUS SIGN in US and UK Mac + * layouts on ISO keyboards, SECTION SIGN and + * DEGREE SIGN in a Swiss German layout (Mac: + * only on ISO keyboards), CIRCUMFLEX ACCENT and + * DEGREE SIGN in a German layout (Mac: only on + * ISO keyboards), SUPERSCRIPT TWO and TILDE in a + * French Windows layout, COMMERCIAL AT and + * NUMBER SIGN in a French Mac layout on ISO + * keyboards, and LESS-THAN SIGN and GREATER-THAN + * SIGN in a Swiss German, German, or French Mac + * layout on ANSI keyboards. + */ + SDL_SCANCODE_COMMA = 54, + SDL_SCANCODE_PERIOD = 55, + SDL_SCANCODE_SLASH = 56, + + SDL_SCANCODE_CAPSLOCK = 57, + + SDL_SCANCODE_F1 = 58, + SDL_SCANCODE_F2 = 59, + SDL_SCANCODE_F3 = 60, + SDL_SCANCODE_F4 = 61, + SDL_SCANCODE_F5 = 62, + SDL_SCANCODE_F6 = 63, + SDL_SCANCODE_F7 = 64, + SDL_SCANCODE_F8 = 65, + SDL_SCANCODE_F9 = 66, + SDL_SCANCODE_F10 = 67, + SDL_SCANCODE_F11 = 68, + SDL_SCANCODE_F12 = 69, + + SDL_SCANCODE_PRINTSCREEN = 70, + SDL_SCANCODE_SCROLLLOCK = 71, + SDL_SCANCODE_PAUSE = 72, + SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but + does send code 73, not 117) */ + SDL_SCANCODE_HOME = 74, + SDL_SCANCODE_PAGEUP = 75, + SDL_SCANCODE_DELETE = 76, + SDL_SCANCODE_END = 77, + SDL_SCANCODE_PAGEDOWN = 78, + SDL_SCANCODE_RIGHT = 79, + SDL_SCANCODE_LEFT = 80, + SDL_SCANCODE_DOWN = 81, + SDL_SCANCODE_UP = 82, + + SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards + */ + SDL_SCANCODE_KP_DIVIDE = 84, + SDL_SCANCODE_KP_MULTIPLY = 85, + SDL_SCANCODE_KP_MINUS = 86, + SDL_SCANCODE_KP_PLUS = 87, + SDL_SCANCODE_KP_ENTER = 88, + SDL_SCANCODE_KP_1 = 89, + SDL_SCANCODE_KP_2 = 90, + SDL_SCANCODE_KP_3 = 91, + SDL_SCANCODE_KP_4 = 92, + SDL_SCANCODE_KP_5 = 93, + SDL_SCANCODE_KP_6 = 94, + SDL_SCANCODE_KP_7 = 95, + SDL_SCANCODE_KP_8 = 96, + SDL_SCANCODE_KP_9 = 97, + SDL_SCANCODE_KP_0 = 98, + SDL_SCANCODE_KP_PERIOD = 99, + + SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO + * keyboards have over ANSI ones, + * located between left shift and Y. + * Produces GRAVE ACCENT and TILDE in a + * US or UK Mac layout, REVERSE SOLIDUS + * (backslash) and VERTICAL LINE in a + * US or UK Windows layout, and + * LESS-THAN SIGN and GREATER-THAN SIGN + * in a Swiss German, German, or French + * layout. */ + SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */ + SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag, + * not a physical key - but some Mac keyboards + * do have a power key. */ + SDL_SCANCODE_KP_EQUALS = 103, + SDL_SCANCODE_F13 = 104, + SDL_SCANCODE_F14 = 105, + SDL_SCANCODE_F15 = 106, + SDL_SCANCODE_F16 = 107, + SDL_SCANCODE_F17 = 108, + SDL_SCANCODE_F18 = 109, + SDL_SCANCODE_F19 = 110, + SDL_SCANCODE_F20 = 111, + SDL_SCANCODE_F21 = 112, + SDL_SCANCODE_F22 = 113, + SDL_SCANCODE_F23 = 114, + SDL_SCANCODE_F24 = 115, + SDL_SCANCODE_EXECUTE = 116, + SDL_SCANCODE_HELP = 117, /**< AL Integrated Help Center */ + SDL_SCANCODE_MENU = 118, /**< Menu (show menu) */ + SDL_SCANCODE_SELECT = 119, + SDL_SCANCODE_STOP = 120, /**< AC Stop */ + SDL_SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */ + SDL_SCANCODE_UNDO = 122, /**< AC Undo */ + SDL_SCANCODE_CUT = 123, /**< AC Cut */ + SDL_SCANCODE_COPY = 124, /**< AC Copy */ + SDL_SCANCODE_PASTE = 125, /**< AC Paste */ + SDL_SCANCODE_FIND = 126, /**< AC Find */ + SDL_SCANCODE_MUTE = 127, + SDL_SCANCODE_VOLUMEUP = 128, + SDL_SCANCODE_VOLUMEDOWN = 129, +/* not sure whether there's a reason to enable these */ +/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */ +/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */ +/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */ + SDL_SCANCODE_KP_COMMA = 133, + SDL_SCANCODE_KP_EQUALSAS400 = 134, + + SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see + footnotes in USB doc */ + SDL_SCANCODE_INTERNATIONAL2 = 136, + SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */ + SDL_SCANCODE_INTERNATIONAL4 = 138, + SDL_SCANCODE_INTERNATIONAL5 = 139, + SDL_SCANCODE_INTERNATIONAL6 = 140, + SDL_SCANCODE_INTERNATIONAL7 = 141, + SDL_SCANCODE_INTERNATIONAL8 = 142, + SDL_SCANCODE_INTERNATIONAL9 = 143, + SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */ + SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */ + SDL_SCANCODE_LANG3 = 146, /**< Katakana */ + SDL_SCANCODE_LANG4 = 147, /**< Hiragana */ + SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */ + SDL_SCANCODE_LANG6 = 149, /**< reserved */ + SDL_SCANCODE_LANG7 = 150, /**< reserved */ + SDL_SCANCODE_LANG8 = 151, /**< reserved */ + SDL_SCANCODE_LANG9 = 152, /**< reserved */ + + SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */ + SDL_SCANCODE_SYSREQ = 154, + SDL_SCANCODE_CANCEL = 155, /**< AC Cancel */ + SDL_SCANCODE_CLEAR = 156, + SDL_SCANCODE_PRIOR = 157, + SDL_SCANCODE_RETURN2 = 158, + SDL_SCANCODE_SEPARATOR = 159, + SDL_SCANCODE_OUT = 160, + SDL_SCANCODE_OPER = 161, + SDL_SCANCODE_CLEARAGAIN = 162, + SDL_SCANCODE_CRSEL = 163, + SDL_SCANCODE_EXSEL = 164, + + SDL_SCANCODE_KP_00 = 176, + SDL_SCANCODE_KP_000 = 177, + SDL_SCANCODE_THOUSANDSSEPARATOR = 178, + SDL_SCANCODE_DECIMALSEPARATOR = 179, + SDL_SCANCODE_CURRENCYUNIT = 180, + SDL_SCANCODE_CURRENCYSUBUNIT = 181, + SDL_SCANCODE_KP_LEFTPAREN = 182, + SDL_SCANCODE_KP_RIGHTPAREN = 183, + SDL_SCANCODE_KP_LEFTBRACE = 184, + SDL_SCANCODE_KP_RIGHTBRACE = 185, + SDL_SCANCODE_KP_TAB = 186, + SDL_SCANCODE_KP_BACKSPACE = 187, + SDL_SCANCODE_KP_A = 188, + SDL_SCANCODE_KP_B = 189, + SDL_SCANCODE_KP_C = 190, + SDL_SCANCODE_KP_D = 191, + SDL_SCANCODE_KP_E = 192, + SDL_SCANCODE_KP_F = 193, + SDL_SCANCODE_KP_XOR = 194, + SDL_SCANCODE_KP_POWER = 195, + SDL_SCANCODE_KP_PERCENT = 196, + SDL_SCANCODE_KP_LESS = 197, + SDL_SCANCODE_KP_GREATER = 198, + SDL_SCANCODE_KP_AMPERSAND = 199, + SDL_SCANCODE_KP_DBLAMPERSAND = 200, + SDL_SCANCODE_KP_VERTICALBAR = 201, + SDL_SCANCODE_KP_DBLVERTICALBAR = 202, + SDL_SCANCODE_KP_COLON = 203, + SDL_SCANCODE_KP_HASH = 204, + SDL_SCANCODE_KP_SPACE = 205, + SDL_SCANCODE_KP_AT = 206, + SDL_SCANCODE_KP_EXCLAM = 207, + SDL_SCANCODE_KP_MEMSTORE = 208, + SDL_SCANCODE_KP_MEMRECALL = 209, + SDL_SCANCODE_KP_MEMCLEAR = 210, + SDL_SCANCODE_KP_MEMADD = 211, + SDL_SCANCODE_KP_MEMSUBTRACT = 212, + SDL_SCANCODE_KP_MEMMULTIPLY = 213, + SDL_SCANCODE_KP_MEMDIVIDE = 214, + SDL_SCANCODE_KP_PLUSMINUS = 215, + SDL_SCANCODE_KP_CLEAR = 216, + SDL_SCANCODE_KP_CLEARENTRY = 217, + SDL_SCANCODE_KP_BINARY = 218, + SDL_SCANCODE_KP_OCTAL = 219, + SDL_SCANCODE_KP_DECIMAL = 220, + SDL_SCANCODE_KP_HEXADECIMAL = 221, + + SDL_SCANCODE_LCTRL = 224, + SDL_SCANCODE_LSHIFT = 225, + SDL_SCANCODE_LALT = 226, /**< alt, option */ + SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */ + SDL_SCANCODE_RCTRL = 228, + SDL_SCANCODE_RSHIFT = 229, + SDL_SCANCODE_RALT = 230, /**< alt gr, option */ + SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */ + + SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered + * by any of the above, but since there's a + * special SDL_KMOD_MODE for it I'm adding it here + */ + + /* @} *//* Usage page 0x07 */ + + /** + * \name Usage page 0x0C + * + * These values are mapped from usage page 0x0C (USB consumer page). + * + * There are way more keys in the spec than we can represent in the + * current scancode range, so pick the ones that commonly come up in + * real world usage. + */ + /* @{ */ + + SDL_SCANCODE_SLEEP = 258, /**< Sleep */ + SDL_SCANCODE_WAKE = 259, /**< Wake */ + + SDL_SCANCODE_CHANNEL_INCREMENT = 260, /**< Channel Increment */ + SDL_SCANCODE_CHANNEL_DECREMENT = 261, /**< Channel Decrement */ + + SDL_SCANCODE_MEDIA_PLAY = 262, /**< Play */ + SDL_SCANCODE_MEDIA_PAUSE = 263, /**< Pause */ + SDL_SCANCODE_MEDIA_RECORD = 264, /**< Record */ + SDL_SCANCODE_MEDIA_FAST_FORWARD = 265, /**< Fast Forward */ + SDL_SCANCODE_MEDIA_REWIND = 266, /**< Rewind */ + SDL_SCANCODE_MEDIA_NEXT_TRACK = 267, /**< Next Track */ + SDL_SCANCODE_MEDIA_PREVIOUS_TRACK = 268, /**< Previous Track */ + SDL_SCANCODE_MEDIA_STOP = 269, /**< Stop */ + SDL_SCANCODE_MEDIA_EJECT = 270, /**< Eject */ + SDL_SCANCODE_MEDIA_PLAY_PAUSE = 271, /**< Play / Pause */ + SDL_SCANCODE_MEDIA_SELECT = 272, /* Media Select */ + + SDL_SCANCODE_AC_NEW = 273, /**< AC New */ + SDL_SCANCODE_AC_OPEN = 274, /**< AC Open */ + SDL_SCANCODE_AC_CLOSE = 275, /**< AC Close */ + SDL_SCANCODE_AC_EXIT = 276, /**< AC Exit */ + SDL_SCANCODE_AC_SAVE = 277, /**< AC Save */ + SDL_SCANCODE_AC_PRINT = 278, /**< AC Print */ + SDL_SCANCODE_AC_PROPERTIES = 279, /**< AC Properties */ + + SDL_SCANCODE_AC_SEARCH = 280, /**< AC Search */ + SDL_SCANCODE_AC_HOME = 281, /**< AC Home */ + SDL_SCANCODE_AC_BACK = 282, /**< AC Back */ + SDL_SCANCODE_AC_FORWARD = 283, /**< AC Forward */ + SDL_SCANCODE_AC_STOP = 284, /**< AC Stop */ + SDL_SCANCODE_AC_REFRESH = 285, /**< AC Refresh */ + SDL_SCANCODE_AC_BOOKMARKS = 286, /**< AC Bookmarks */ + + /* @} *//* Usage page 0x0C */ + + + /** + * \name Mobile keys + * + * These are values that are often used on mobile phones. + */ + /* @{ */ + + SDL_SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and + used as a multi-function feature key for selecting + a software defined function shown on the bottom left + of the display. */ + SDL_SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and + used as a multi-function feature key for selecting + a software defined function shown on the bottom right + of the display. */ + SDL_SCANCODE_CALL = 289, /**< Used for accepting phone calls. */ + SDL_SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */ + + /* @} *//* Mobile keys */ + + /* Add any other keys here. */ + + SDL_SCANCODE_RESERVED = 400, /**< 400-500 reserved for dynamic keycodes */ + + SDL_SCANCODE_COUNT = 512 /**< not a key, just marks the number of scancodes for array bounds */ + +} SDL_Scancode; + +#endif /* SDL_scancode_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_sensor.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_sensor.h new file mode 100644 index 0000000..b220f05 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_sensor.h @@ -0,0 +1,320 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategorySensor + * + * SDL sensor management. + * + * These APIs grant access to gyros and accelerometers on various platforms. + * + * In order to use these functions, SDL_Init() must have been called with the + * SDL_INIT_SENSOR flag. This causes SDL to scan the system for sensors, and + * load appropriate drivers. + */ + +#ifndef SDL_sensor_h_ +#define SDL_sensor_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +extern "C" { +/* *INDENT-ON* */ +#endif + +/** + * The opaque structure used to identify an opened SDL sensor. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Sensor SDL_Sensor; + +/** + * This is a unique ID for a sensor for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_SensorID; + +/** + * A constant to represent standard gravity for accelerometer sensors. + * + * The accelerometer returns the current acceleration in SI meters per second + * squared. This measurement includes the force of gravity, so a device at + * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the + * earth, which is a positive Y value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_STANDARD_GRAVITY 9.80665f + +/** + * The different sensors defined by SDL. + * + * Additional sensors may be available, using platform dependent semantics. + * + * Here are the additional Android sensors: + * + * https://developer.android.com/reference/android/hardware/SensorEvent.html#values + * + * Accelerometer sensor notes: + * + * The accelerometer returns the current acceleration in SI meters per second + * squared. This measurement includes the force of gravity, so a device at + * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the + * earth, which is a positive Y value. + * + * - `values[0]`: Acceleration on the x axis + * - `values[1]`: Acceleration on the y axis + * - `values[2]`: Acceleration on the z axis + * + * For phones and tablets held in natural orientation and game controllers + * held in front of you, the axes are defined as follows: + * + * - -X ... +X : left ... right + * - -Y ... +Y : bottom ... top + * - -Z ... +Z : farther ... closer + * + * The accelerometer axis data is not changed when the device is rotated. + * + * Gyroscope sensor notes: + * + * The gyroscope returns the current rate of rotation in radians per second. + * The rotation is positive in the counter-clockwise direction. That is, an + * observer looking from a positive location on one of the axes would see + * positive rotation on that axis when it appeared to be rotating + * counter-clockwise. + * + * - `values[0]`: Angular speed around the x axis (pitch) + * - `values[1]`: Angular speed around the y axis (yaw) + * - `values[2]`: Angular speed around the z axis (roll) + * + * For phones and tablets held in natural orientation and game controllers + * held in front of you, the axes are defined as follows: + * + * - -X ... +X : left ... right + * - -Y ... +Y : bottom ... top + * - -Z ... +Z : farther ... closer + * + * The gyroscope axis data is not changed when the device is rotated. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentDisplayOrientation + */ +typedef enum SDL_SensorType +{ + SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */ + SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */ + SDL_SENSOR_ACCEL, /**< Accelerometer */ + SDL_SENSOR_GYRO, /**< Gyroscope */ + SDL_SENSOR_ACCEL_L, /**< Accelerometer for left Joy-Con controller and Wii nunchuk */ + SDL_SENSOR_GYRO_L, /**< Gyroscope for left Joy-Con controller */ + SDL_SENSOR_ACCEL_R, /**< Accelerometer for right Joy-Con controller */ + SDL_SENSOR_GYRO_R /**< Gyroscope for right Joy-Con controller */ +} SDL_SensorType; + + +/* Function prototypes */ + +/** + * Get a list of currently connected sensors. + * + * \param count a pointer filled in with the number of sensors returned, may + * be NULL. + * \returns a 0 terminated array of sensor instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorID * SDLCALL SDL_GetSensors(int *count); + +/** + * Get the implementation dependent name of a sensor. + * + * This can be called before any sensors are opened. + * + * \param instance_id the sensor instance ID. + * \returns the sensor name, or NULL if `instance_id` is not valid. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetSensorNameForID(SDL_SensorID instance_id); + +/** + * Get the type of a sensor. + * + * This can be called before any sensors are opened. + * + * \param instance_id the sensor instance ID. + * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `instance_id` is + * not valid. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorTypeForID(SDL_SensorID instance_id); + +/** + * Get the platform dependent type of a sensor. + * + * This can be called before any sensors are opened. + * + * \param instance_id the sensor instance ID. + * \returns the sensor platform dependent type, or -1 if `instance_id` is not + * valid. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableTypeForID(SDL_SensorID instance_id); + +/** + * Open a sensor for use. + * + * \param instance_id the sensor instance ID. + * \returns an SDL_Sensor object or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Sensor * SDLCALL SDL_OpenSensor(SDL_SensorID instance_id); + +/** + * Return the SDL_Sensor associated with an instance ID. + * + * \param instance_id the sensor instance ID. + * \returns an SDL_Sensor object or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Sensor * SDLCALL SDL_GetSensorFromID(SDL_SensorID instance_id); + +/** + * Get the properties associated with a sensor. + * + * \param sensor the SDL_Sensor object. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSensorProperties(SDL_Sensor *sensor); + +/** + * Get the implementation dependent name of a sensor. + * + * \param sensor the SDL_Sensor object. + * \returns the sensor name or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetSensorName(SDL_Sensor *sensor); + +/** + * Get the type of a sensor. + * + * \param sensor the SDL_Sensor object to inspect. + * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is + * NULL. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorType(SDL_Sensor *sensor); + +/** + * Get the platform dependent type of a sensor. + * + * \param sensor the SDL_Sensor object to inspect. + * \returns the sensor platform dependent type, or -1 if `sensor` is NULL. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableType(SDL_Sensor *sensor); + +/** + * Get the instance ID of a sensor. + * + * \param sensor the SDL_Sensor object to inspect. + * \returns the sensor instance ID, or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorID SDLCALL SDL_GetSensorID(SDL_Sensor *sensor); + +/** + * Get the current state of an opened sensor. + * + * The number of values and interpretation of the data is sensor dependent. + * + * \param sensor the SDL_Sensor object to query. + * \param data a pointer filled with the current sensor state. + * \param num_values the number of values to write to data. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSensorData(SDL_Sensor *sensor, float *data, int num_values); + +/** + * Close a sensor previously opened with SDL_OpenSensor(). + * + * \param sensor the SDL_Sensor object to close. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseSensor(SDL_Sensor *sensor); + +/** + * Update the current state of the open sensors. + * + * This is called automatically by the event loop if sensor events are + * enabled. + * + * This needs to be called from the thread that initialized the sensor + * subsystem. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateSensors(void); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +} +/* *INDENT-ON* */ +#endif +#include + +#endif /* SDL_sensor_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_stdinc.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_stdinc.h new file mode 100644 index 0000000..b2728da --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_stdinc.h @@ -0,0 +1,6133 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryStdinc + * + * SDL provides its own implementation of some of the most important C runtime + * functions. + * + * Using these functions allows an app to have access to common C + * functionality without depending on a specific C runtime (or a C runtime at + * all). More importantly, the SDL implementations work identically across + * platforms, so apps can avoid surprises like snprintf() behaving differently + * between Windows and Linux builds, or itoa() only existing on some + * platforms. + * + * For many of the most common functions, like SDL_memcpy, SDL might just call + * through to the usual C runtime behind the scenes, if it makes sense to do + * so (if it's faster and always available/reliable on a given platform), + * reducing library size and offering the most optimized option. + * + * SDL also offers other C-runtime-adjacent functionality in this header that + * either isn't, strictly speaking, part of any C runtime standards, like + * SDL_crc32() and SDL_reinterpret_cast, etc. It also offers a few better + * options, like SDL_strlcpy(), which functions as a safer form of strcpy(). + */ + +#ifndef SDL_stdinc_h_ +#define SDL_stdinc_h_ + +#include + +#include +#include +#include +#include + +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || \ + defined(SDL_INCLUDE_INTTYPES_H) +#include +#endif + +#ifndef __cplusplus +#if defined(__has_include) && !defined(SDL_INCLUDE_STDBOOL_H) +#if __has_include() +#define SDL_INCLUDE_STDBOOL_H +#endif +#endif +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || \ + (defined(_MSC_VER) && (_MSC_VER >= 1910 /* Visual Studio 2017 */)) || \ + defined(SDL_INCLUDE_STDBOOL_H) +#include +#elif !defined(__bool_true_false_are_defined) && !defined(bool) +#define bool unsigned char +#define false 0 +#define true 1 +#define __bool_true_false_are_defined 1 +#endif +#endif /* !__cplusplus */ + +#ifndef SDL_DISABLE_ALLOCA +# ifndef alloca +# ifdef HAVE_ALLOCA_H +# include +# elif defined(SDL_PLATFORM_NETBSD) +# if defined(__STRICT_ANSI__) +# define SDL_DISABLE_ALLOCA +# else +# include +# endif +# elif defined(__GNUC__) +# define alloca __builtin_alloca +# elif defined(_MSC_VER) +# include +# define alloca _alloca +# elif defined(__WATCOMC__) +# include +# elif defined(__BORLANDC__) +# include +# elif defined(__DMC__) +# include +# elif defined(SDL_PLATFORM_AIX) +# pragma alloca +# elif defined(__MRC__) +void *alloca(unsigned); +# else +void *alloca(size_t); +# endif +# endif +#endif + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Don't let SDL use "long long" C types. + * + * SDL will define this if it believes the compiler doesn't understand the + * "long long" syntax for C datatypes. This can happen on older compilers. + * + * If _your_ compiler doesn't support "long long" but SDL doesn't know it, it + * is safe to define this yourself to build against the SDL headers. + * + * If this is defined, it will remove access to some C runtime support + * functions, like SDL_ulltoa and SDL_strtoll that refer to this datatype + * explicitly. The rest of SDL will still be available. + * + * SDL's own source code cannot be built with a compiler that has this + * defined, for various technical reasons. + */ +#define SDL_NOLONGLONG 1 + +#elif defined(_MSC_VER) && (_MSC_VER < 1310) /* long long introduced in Visual Studio.NET 2003 */ +# define SDL_NOLONGLONG 1 +#endif + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * The largest value that a `size_t` can hold for the target platform. + * + * `size_t` is generally the same size as a pointer in modern times, but this + * can get weird on very old and very esoteric machines. For example, on a + * 16-bit Intel 286, you might have a 32-bit "far" pointer (16-bit segment + * plus 16-bit offset), but `size_t` is 16 bits, because it can only deal with + * the offset into an individual segment. + * + * In modern times, it's generally expected to cover an entire linear address + * space. But be careful! + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SIZE_MAX SIZE_MAX + +#elif defined(SIZE_MAX) +# define SDL_SIZE_MAX SIZE_MAX +#else +# define SDL_SIZE_MAX ((size_t) -1) +#endif + +#ifndef SDL_COMPILE_TIME_ASSERT +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A compile-time assertion. + * + * This can check constant values _known to the compiler at build time_ for + * correctness, and end the compile with the error if they fail. + * + * Often times these are used to verify basic truths, like the size of a + * datatype is what is expected: + * + * ```c + * SDL_COMPILE_TIME_ASSERT(uint32_size, sizeof(Uint32) == 4); + * ``` + * + * The `name` parameter must be a valid C symbol, and must be unique across + * all compile-time asserts in the same compilation unit (one run of the + * compiler), or the build might fail with cryptic errors on some targets. + * This is used with a C language trick that works on older compilers that + * don't support better assertion techniques. + * + * If you need an assertion that operates at runtime, on variable data, you + * should try SDL_assert instead. + * + * \param name a unique identifier for this assertion. + * \param x the value to test. Must be a boolean value. + * + * \threadsafety This macro doesn't generate any code to run. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_assert + */ +#define SDL_COMPILE_TIME_ASSERT(name, x) FailToCompileIf_x_IsFalse(x) +#elif defined(__cplusplus) +/* Keep C++ case alone: Some versions of gcc will define __STDC_VERSION__ even when compiling in C++ mode. */ +#if (__cplusplus >= 201103L) +#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x) +#endif +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 202311L) +#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x) +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L) +#define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x) +#endif +#endif /* !SDL_COMPILE_TIME_ASSERT */ + +#ifndef SDL_COMPILE_TIME_ASSERT +/* universal, but may trigger -Wunused-local-typedefs */ +#define SDL_COMPILE_TIME_ASSERT(name, x) \ + typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1] +#endif + +/** + * The number of elements in a static array. + * + * This will compile but return incorrect results for a pointer to an array; + * it has to be an array the compiler knows the size of. + * + * This macro looks like it double-evaluates the argument, but it does so + * inside of `sizeof`, so there are no side-effects here, as expressions do + * not actually run any code in these cases. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0])) + +/** + * Macro useful for building other macros with strings in them. + * + * For example: + * + * ```c + * #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")` + * ``` + * + * \param arg the text to turn into a string literal. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_STRINGIFY_ARG(arg) #arg + +/** + * \name Cast operators + * + * Use proper C++ casts when compiled as C++ to be compatible with the option + * -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above). + */ +/* @{ */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Handle a Reinterpret Cast properly whether using C or C++. + * + * If compiled as C++, this macro offers a proper C++ reinterpret_cast<>. + * + * If compiled as C, this macro does a normal C-style cast. + * + * This is helpful to avoid compiler warnings in C++. + * + * \param type the type to cast the expression to. + * \param expression the expression to cast to a different type. + * \returns `expression`, cast to `type`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_static_cast + * \sa SDL_const_cast + */ +#define SDL_reinterpret_cast(type, expression) reinterpret_cast(expression) /* or `((type)(expression))` in C */ + +/** + * Handle a Static Cast properly whether using C or C++. + * + * If compiled as C++, this macro offers a proper C++ static_cast<>. + * + * If compiled as C, this macro does a normal C-style cast. + * + * This is helpful to avoid compiler warnings in C++. + * + * \param type the type to cast the expression to. + * \param expression the expression to cast to a different type. + * \returns `expression`, cast to `type`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_reinterpret_cast + * \sa SDL_const_cast + */ +#define SDL_static_cast(type, expression) static_cast(expression) /* or `((type)(expression))` in C */ + +/** + * Handle a Const Cast properly whether using C or C++. + * + * If compiled as C++, this macro offers a proper C++ const_cast<>. + * + * If compiled as C, this macro does a normal C-style cast. + * + * This is helpful to avoid compiler warnings in C++. + * + * \param type the type to cast the expression to. + * \param expression the expression to cast to a different type. + * \returns `expression`, cast to `type`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_reinterpret_cast + * \sa SDL_static_cast + */ +#define SDL_const_cast(type, expression) const_cast(expression) /* or `((type)(expression))` in C */ + +#elif defined(__cplusplus) +#define SDL_reinterpret_cast(type, expression) reinterpret_cast(expression) +#define SDL_static_cast(type, expression) static_cast(expression) +#define SDL_const_cast(type, expression) const_cast(expression) +#else +#define SDL_reinterpret_cast(type, expression) ((type)(expression)) +#define SDL_static_cast(type, expression) ((type)(expression)) +#define SDL_const_cast(type, expression) ((type)(expression)) +#endif + +/* @} *//* Cast operators */ + +/** + * Define a four character code as a Uint32. + * + * \param A the first ASCII character. + * \param B the second ASCII character. + * \param C the third ASCII character. + * \param D the fourth ASCII character. + * \returns the four characters converted into a Uint32, one character + * per-byte. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FOURCC(A, B, C, D) \ + ((SDL_static_cast(Uint32, SDL_static_cast(Uint8, (A))) << 0) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (B))) << 8) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (C))) << 16) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (D))) << 24)) + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Append the 64 bit integer suffix to a signed integer literal. + * + * This helps compilers that might believe a integer literal larger than + * 0xFFFFFFFF is overflowing a 32-bit value. Use `SDL_SINT64_C(0xFFFFFFFF1)` + * instead of `0xFFFFFFFF1` by itself. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_UINT64_C + */ +#define SDL_SINT64_C(c) c ## LL /* or whatever the current compiler uses. */ + +/** + * Append the 64 bit integer suffix to an unsigned integer literal. + * + * This helps compilers that might believe a integer literal larger than + * 0xFFFFFFFF is overflowing a 32-bit value. Use `SDL_UINT64_C(0xFFFFFFFF1)` + * instead of `0xFFFFFFFF1` by itself. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SINT64_C + */ +#define SDL_UINT64_C(c) c ## ULL /* or whatever the current compiler uses. */ + +#else /* !SDL_WIKI_DOCUMENTATION_SECTION */ + +#ifndef SDL_SINT64_C +#if defined(INT64_C) +#define SDL_SINT64_C(c) INT64_C(c) +#elif defined(_MSC_VER) +#define SDL_SINT64_C(c) c ## i64 +#elif defined(__LP64__) || defined(_LP64) +#define SDL_SINT64_C(c) c ## L +#else +#define SDL_SINT64_C(c) c ## LL +#endif +#endif /* !SDL_SINT64_C */ + +#ifndef SDL_UINT64_C +#if defined(UINT64_C) +#define SDL_UINT64_C(c) UINT64_C(c) +#elif defined(_MSC_VER) +#define SDL_UINT64_C(c) c ## ui64 +#elif defined(__LP64__) || defined(_LP64) +#define SDL_UINT64_C(c) c ## UL +#else +#define SDL_UINT64_C(c) c ## ULL +#endif +#endif /* !SDL_UINT64_C */ + +#endif /* !SDL_WIKI_DOCUMENTATION_SECTION */ + +/** + * \name Basic data types + */ +/* @{ */ + +/** + * A signed 8-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef int8_t Sint8; +#define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */ +#define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */ + +/** + * An unsigned 8-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef uint8_t Uint8; +#define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */ +#define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */ + +/** + * A signed 16-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef int16_t Sint16; +#define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */ +#define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */ + +/** + * An unsigned 16-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef uint16_t Uint16; +#define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */ +#define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */ + +/** + * A signed 32-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef int32_t Sint32; +#define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */ +#define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */ + +/** + * An unsigned 32-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef uint32_t Uint32; +#define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */ +#define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */ + +/** + * A signed 64-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SINT64_C + */ +typedef int64_t Sint64; +#define SDL_MAX_SINT64 SDL_SINT64_C(0x7FFFFFFFFFFFFFFF) /* 9223372036854775807 */ +#define SDL_MIN_SINT64 ~SDL_SINT64_C(0x7FFFFFFFFFFFFFFF) /* -9223372036854775808 */ + +/** + * An unsigned 64-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_UINT64_C + */ +typedef uint64_t Uint64; +#define SDL_MAX_UINT64 SDL_UINT64_C(0xFFFFFFFFFFFFFFFF) /* 18446744073709551615 */ +#define SDL_MIN_UINT64 SDL_UINT64_C(0x0000000000000000) /* 0 */ + +/** + * SDL times are signed, 64-bit integers representing nanoseconds since the + * Unix epoch (Jan 1, 1970). + * + * They can be converted between POSIX time_t values with SDL_NS_TO_SECONDS() + * and SDL_SECONDS_TO_NS(), and between Windows FILETIME values with + * SDL_TimeToWindows() and SDL_TimeFromWindows(). + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_MAX_SINT64 + * \sa SDL_MIN_SINT64 + */ +typedef Sint64 SDL_Time; +#define SDL_MAX_TIME SDL_MAX_SINT64 +#define SDL_MIN_TIME SDL_MIN_SINT64 + +/* @} *//* Basic data types */ + +/** + * \name Floating-point constants + */ +/* @{ */ + +#ifdef FLT_EPSILON +#define SDL_FLT_EPSILON FLT_EPSILON +#else + +/** + * Epsilon constant, used for comparing floating-point numbers. + * + * Equals by default to platform-defined `FLT_EPSILON`, or + * `1.1920928955078125e-07F` if that's not available. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FLT_EPSILON 1.1920928955078125e-07F /* 0x0.000002p0 */ +#endif + +/* @} *//* Floating-point constants */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A printf-formatting string for an Sint64 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIs64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIs64 "lld" + +/** + * A printf-formatting string for a Uint64 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIu64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIu64 "llu" + +/** + * A printf-formatting string for a Uint64 value as lower-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIx64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIx64 "llx" + +/** + * A printf-formatting string for a Uint64 value as upper-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIX64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIX64 "llX" + +/** + * A printf-formatting string for an Sint32 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIs32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIs32 "d" + +/** + * A printf-formatting string for a Uint32 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIu32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIu32 "u" + +/** + * A printf-formatting string for a Uint32 value as lower-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIx32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIx32 "x" + +/** + * A printf-formatting string for a Uint32 value as upper-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIX32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIX32 "X" + +/** + * A printf-formatting string prefix for a `long long` value. + * + * This is just the prefix! You probably actually want SDL_PRILLd, SDL_PRILLu, + * SDL_PRILLx, or SDL_PRILLX instead. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILL_PREFIX "d bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILL_PREFIX "ll" + +/** + * A printf-formatting string for a `long long` value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLd " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLd SDL_PRILL_PREFIX "d" + +/** + * A printf-formatting string for a `unsigned long long` value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLu " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLu SDL_PRILL_PREFIX "u" + +/** + * A printf-formatting string for an `unsigned long long` value as lower-case + * hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLx " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLx SDL_PRILL_PREFIX "x" + +/** + * A printf-formatting string for an `unsigned long long` value as upper-case + * hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLX " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLX SDL_PRILL_PREFIX "X" +#endif /* SDL_WIKI_DOCUMENTATION_SECTION */ + +/* Make sure we have macros for printing width-based integers. + * should define these but this is not true all platforms. + * (for example win32) */ +#ifndef SDL_PRIs64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIs64 "I64d" +#elif defined(PRId64) +#define SDL_PRIs64 PRId64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) && !defined(__EMSCRIPTEN__) +#define SDL_PRIs64 "ld" +#else +#define SDL_PRIs64 "lld" +#endif +#endif +#ifndef SDL_PRIu64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIu64 "I64u" +#elif defined(PRIu64) +#define SDL_PRIu64 PRIu64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) && !defined(__EMSCRIPTEN__) +#define SDL_PRIu64 "lu" +#else +#define SDL_PRIu64 "llu" +#endif +#endif +#ifndef SDL_PRIx64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIx64 "I64x" +#elif defined(PRIx64) +#define SDL_PRIx64 PRIx64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) +#define SDL_PRIx64 "lx" +#else +#define SDL_PRIx64 "llx" +#endif +#endif +#ifndef SDL_PRIX64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIX64 "I64X" +#elif defined(PRIX64) +#define SDL_PRIX64 PRIX64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) +#define SDL_PRIX64 "lX" +#else +#define SDL_PRIX64 "llX" +#endif +#endif +#ifndef SDL_PRIs32 +#ifdef PRId32 +#define SDL_PRIs32 PRId32 +#else +#define SDL_PRIs32 "d" +#endif +#endif +#ifndef SDL_PRIu32 +#ifdef PRIu32 +#define SDL_PRIu32 PRIu32 +#else +#define SDL_PRIu32 "u" +#endif +#endif +#ifndef SDL_PRIx32 +#ifdef PRIx32 +#define SDL_PRIx32 PRIx32 +#else +#define SDL_PRIx32 "x" +#endif +#endif +#ifndef SDL_PRIX32 +#ifdef PRIX32 +#define SDL_PRIX32 PRIX32 +#else +#define SDL_PRIX32 "X" +#endif +#endif +/* Specifically for the `long long` -- SDL-specific. */ +#ifdef SDL_PLATFORM_WINDOWS +#ifndef SDL_NOLONGLONG +SDL_COMPILE_TIME_ASSERT(longlong_size64, sizeof(long long) == 8); /* using I64 for windows - make sure `long long` is 64 bits. */ +#endif +#define SDL_PRILL_PREFIX "I64" +#else +#define SDL_PRILL_PREFIX "ll" +#endif +#ifndef SDL_PRILLd +#define SDL_PRILLd SDL_PRILL_PREFIX "d" +#endif +#ifndef SDL_PRILLu +#define SDL_PRILLu SDL_PRILL_PREFIX "u" +#endif +#ifndef SDL_PRILLx +#define SDL_PRILLx SDL_PRILL_PREFIX "x" +#endif +#ifndef SDL_PRILLX +#define SDL_PRILLX SDL_PRILL_PREFIX "X" +#endif + +/* Annotations to help code analysis tools */ +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Macro that annotates function params with input buffer size. + * + * If we were to annotate `memcpy`: + * + * ```c + * void *memcpy(void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + * ``` + * + * This notes that `src` should be `len` bytes in size and is only read by the + * function. The compiler or other analysis tools can warn when this doesn't + * appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_IN_BYTECAP(x) _In_bytecount_(x) + +/** + * Macro that annotates function params with input/output string buffer size. + * + * If we were to annotate `strlcat`: + * + * ```c + * size_t strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); + * ``` + * + * This notes that `dst` is a null-terminated C string, should be `maxlen` + * bytes in size, and is both read from and written to by the function. The + * compiler or other analysis tools can warn when this doesn't appear to be + * the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x) + +/** + * Macro that annotates function params with output string buffer size. + * + * If we were to annotate `snprintf`: + * + * ```c + * int snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, ...); + * ``` + * + * This notes that `text` is a null-terminated C string, should be `maxlen` + * bytes in size, and is only written to by the function. The compiler or + * other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x) + +/** + * Macro that annotates function params with output buffer size. + * + * If we were to annotate `wcsncpy`: + * + * ```c + * char *wcscpy(SDL_OUT_CAP(bufsize) wchar_t *dst, const wchar_t *src, size_t bufsize); + * ``` + * + * This notes that `dst` should have a capacity of `bufsize` wchar_t in size, + * and is only written to by the function. The compiler or other analysis + * tools can warn when this doesn't appear to be the case. + * + * This operates on counts of objects, not bytes. Use SDL_OUT_BYTECAP for + * bytes. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_CAP(x) _Out_cap_(x) + +/** + * Macro that annotates function params with output buffer size. + * + * If we were to annotate `memcpy`: + * + * ```c + * void *memcpy(SDL_OUT_BYTECAP(bufsize) void *dst, const void *src, size_t bufsize); + * ``` + * + * This notes that `dst` should have a capacity of `bufsize` bytes in size, + * and is only written to by the function. The compiler or other analysis + * tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x) + +/** + * Macro that annotates function params with output buffer string size. + * + * If we were to annotate `strcpy`: + * + * ```c + * char *strcpy(SDL_OUT_Z_BYTECAP(bufsize) char *dst, const char *src, size_t bufsize); + * ``` + * + * This notes that `dst` should have a capacity of `bufsize` bytes in size, + * and a zero-terminated string is written to it by the function. The compiler + * or other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x) + +/** + * Macro that annotates function params as printf-style format strings. + * + * If we were to annotate `fprintf`: + * + * ```c + * int fprintf(FILE *f, SDL_PRINTF_FORMAT_STRING const char *fmt, ...); + * ``` + * + * This notes that `fmt` should be a printf-style format string. The compiler + * or other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_ + +/** + * Macro that annotates function params as scanf-style format strings. + * + * If we were to annotate `fscanf`: + * + * ```c + * int fscanf(FILE *f, SDL_SCANF_FORMAT_STRING const char *fmt, ...); + * ``` + * + * This notes that `fmt` should be a scanf-style format string. The compiler + * or other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_ + +/** + * Macro that annotates a vararg function that operates like printf. + * + * If we were to annotate `fprintf`: + * + * ```c + * int fprintf(FILE *f, const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + * ``` + * + * This notes that the second parameter should be a printf-style format + * string, followed by `...`. The compiler or other analysis tools can warn + * when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 ))) + +/** + * Macro that annotates a va_list function that operates like printf. + * + * If we were to annotate `vfprintf`: + * + * ```c + * int vfprintf(FILE *f, const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + * ``` + * + * This notes that the second parameter should be a printf-style format + * string, followed by a va_list. The compiler or other analysis tools can + * warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 ))) + +/** + * Macro that annotates a vararg function that operates like scanf. + * + * If we were to annotate `fscanf`: + * + * ```c + * int fscanf(FILE *f, const char *fmt, ...) SDL_PRINTF_VARARG_FUNCV(2); + * ``` + * + * This notes that the second parameter should be a scanf-style format string, + * followed by `...`. The compiler or other analysis tools can warn when this + * doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_SCANF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 ))) + +/** + * Macro that annotates a va_list function that operates like scanf. + * + * If we were to annotate `vfscanf`: + * + * ```c + * int vfscanf(FILE *f, const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + * ``` + * + * This notes that the second parameter should be a scanf-style format string, + * followed by a va_list. The compiler or other analysis tools can warn when + * this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_SCANF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 ))) + +/** + * Macro that annotates a vararg function that operates like wprintf. + * + * If we were to annotate `fwprintf`: + * + * ```c + * int fwprintf(FILE *f, const wchar_t *fmt, ...) SDL_WPRINTF_VARARG_FUNC(2); + * ``` + * + * This notes that the second parameter should be a wprintf-style format wide + * string, followed by `...`. The compiler or other analysis tools can warn + * when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, fmtargnumber+1 ))) */ + +/** + * Macro that annotates a va_list function that operates like wprintf. + * + * If we were to annotate `vfwprintf`: + * + * ```c + * int vfwprintf(FILE *f, const wchar_t *fmt, va_list ap) SDL_WPRINTF_VARARG_FUNC(2); + * ``` + * + * This notes that the second parameter should be a wprintf-style format wide + * string, followed by a va_list. The compiler or other analysis tools can + * warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, 0 ))) */ + +#elif defined(SDL_DISABLE_ANALYZE_MACROS) +#define SDL_IN_BYTECAP(x) +#define SDL_INOUT_Z_CAP(x) +#define SDL_OUT_Z_CAP(x) +#define SDL_OUT_CAP(x) +#define SDL_OUT_BYTECAP(x) +#define SDL_OUT_Z_BYTECAP(x) +#define SDL_PRINTF_FORMAT_STRING +#define SDL_SCANF_FORMAT_STRING +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) +#else +#if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */ +#include + +#define SDL_IN_BYTECAP(x) _In_bytecount_(x) +#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x) +#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x) +#define SDL_OUT_CAP(x) _Out_cap_(x) +#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x) +#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x) + +#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_ +#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_ +#else +#define SDL_IN_BYTECAP(x) +#define SDL_INOUT_Z_CAP(x) +#define SDL_OUT_Z_CAP(x) +#define SDL_OUT_CAP(x) +#define SDL_OUT_BYTECAP(x) +#define SDL_OUT_Z_BYTECAP(x) +#define SDL_PRINTF_FORMAT_STRING +#define SDL_SCANF_FORMAT_STRING +#endif +#if defined(__GNUC__) || defined(__clang__) +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 ))) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 ))) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 ))) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 ))) +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, fmtargnumber+1 ))) */ +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, 0 ))) */ +#else +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) +#endif +#endif /* SDL_DISABLE_ANALYZE_MACROS */ + +/** \cond */ +#ifndef DOXYGEN_SHOULD_IGNORE_THIS +SDL_COMPILE_TIME_ASSERT(bool_size, sizeof(bool) == 1); +SDL_COMPILE_TIME_ASSERT(uint8_size, sizeof(Uint8) == 1); +SDL_COMPILE_TIME_ASSERT(sint8_size, sizeof(Sint8) == 1); +SDL_COMPILE_TIME_ASSERT(uint16_size, sizeof(Uint16) == 2); +SDL_COMPILE_TIME_ASSERT(sint16_size, sizeof(Sint16) == 2); +SDL_COMPILE_TIME_ASSERT(uint32_size, sizeof(Uint32) == 4); +SDL_COMPILE_TIME_ASSERT(sint32_size, sizeof(Sint32) == 4); +SDL_COMPILE_TIME_ASSERT(uint64_size, sizeof(Uint64) == 8); +SDL_COMPILE_TIME_ASSERT(sint64_size, sizeof(Sint64) == 8); +#ifndef SDL_NOLONGLONG +SDL_COMPILE_TIME_ASSERT(uint64_longlong, sizeof(Uint64) <= sizeof(unsigned long long)); +SDL_COMPILE_TIME_ASSERT(size_t_longlong, sizeof(size_t) <= sizeof(unsigned long long)); +#endif +typedef struct SDL_alignment_test +{ + Uint8 a; + void *b; +} SDL_alignment_test; +SDL_COMPILE_TIME_ASSERT(struct_alignment, sizeof(SDL_alignment_test) == (2 * sizeof(void *))); +SDL_COMPILE_TIME_ASSERT(two_s_complement, (int)~(int)0 == (int)(-1)); +#endif /* DOXYGEN_SHOULD_IGNORE_THIS */ +/** \endcond */ + +/* Check to make sure enums are the size of ints, for structure packing. + For both Watcom C/C++ and Borland C/C++ the compiler option that makes + enums having the size of an int must be enabled. + This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11). +*/ + +/** \cond */ +#ifndef DOXYGEN_SHOULD_IGNORE_THIS +#if !defined(SDL_PLATFORM_VITA) && !defined(SDL_PLATFORM_3DS) +/* TODO: include/SDL_stdinc.h:390: error: size of array 'SDL_dummy_enum' is negative */ +typedef enum SDL_DUMMY_ENUM +{ + DUMMY_ENUM_VALUE +} SDL_DUMMY_ENUM; + +SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int)); +#endif +#endif /* DOXYGEN_SHOULD_IGNORE_THIS */ +/** \endcond */ + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A macro to initialize an SDL interface. + * + * This macro will initialize an SDL interface structure and should be called + * before you fill out the fields with your implementation. + * + * You can use it like this: + * + * ```c + * SDL_IOStreamInterface iface; + * + * SDL_INIT_INTERFACE(&iface); + * + * // Fill in the interface function pointers with your implementation + * iface.seek = ... + * + * stream = SDL_OpenIO(&iface, NULL); + * ``` + * + * If you are using designated initializers, you can use the size of the + * interface as the version, e.g. + * + * ```c + * SDL_IOStreamInterface iface = { + * .version = sizeof(iface), + * .seek = ... + * }; + * stream = SDL_OpenIO(&iface, NULL); + * ``` + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_IOStreamInterface + * \sa SDL_StorageInterface + * \sa SDL_VirtualJoystickDesc + */ +#define SDL_INIT_INTERFACE(iface) \ + do { \ + SDL_zerop(iface); \ + (iface)->version = sizeof(*(iface)); \ + } while (0) + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Allocate memory on the stack (maybe). + * + * If SDL knows how to access alloca() on the current platform, it will use it + * to stack-allocate memory here. If it doesn't, it will use SDL_malloc() to + * heap-allocate memory. + * + * Since this might not be stack memory at all, it's important that you check + * the returned pointer for NULL, and that you call SDL_stack_free on the + * memory when done with it. Since this might be stack memory, it's important + * that you don't allocate large amounts of it, or allocate in a loop without + * returning from the function, so the stack doesn't overflow. + * + * \param type the datatype of the memory to allocate. + * \param count the number of `type` objects to allocate. + * \returns newly-allocated memory, or NULL on failure. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_stack_free + */ +#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) + +/** + * Free memory previously allocated with SDL_stack_alloc. + * + * If SDL used alloca() to allocate this memory, this macro does nothing and + * the allocated memory will be automatically released when the function that + * called SDL_stack_alloc() returns. If SDL used SDL_malloc(), it will + * SDL_free the memory immediately. + * + * \param data the pointer, from SDL_stack_alloc(), to free. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_stack_alloc + */ +#define SDL_stack_free(data) +#elif !defined(SDL_DISABLE_ALLOCA) +#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) +#define SDL_stack_free(data) +#else +#define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count)) +#define SDL_stack_free(data) SDL_free(data) +#endif + +/** + * Allocate uninitialized memory. + * + * The allocated memory returned by this function must be freed with + * SDL_free(). + * + * If `size` is 0, it will be set to 1. + * + * If the allocation is successful, the returned pointer is guaranteed to be + * aligned to either the *fundamental alignment* (`alignof(max_align_t)` in + * C11 and later) or `2 * sizeof(void *)`, whichever is smaller. Use + * SDL_aligned_alloc() if you need to allocate memory aligned to an alignment + * greater than this guarantee. + * + * \param size the size to allocate. + * \returns a pointer to the allocated memory, or NULL if allocation failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_calloc + * \sa SDL_realloc + * \sa SDL_aligned_alloc + */ +extern SDL_DECLSPEC SDL_MALLOC void * SDLCALL SDL_malloc(size_t size); + +/** + * Allocate a zero-initialized array. + * + * The memory returned by this function must be freed with SDL_free(). + * + * If either of `nmemb` or `size` is 0, they will both be set to 1. + * + * If the allocation is successful, the returned pointer is guaranteed to be + * aligned to either the *fundamental alignment* (`alignof(max_align_t)` in + * C11 and later) or `2 * sizeof(void *)`, whichever is smaller. + * + * \param nmemb the number of elements in the array. + * \param size the size of each element of the array. + * \returns a pointer to the allocated array, or NULL if allocation failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_malloc + * \sa SDL_realloc + */ +extern SDL_DECLSPEC SDL_MALLOC SDL_ALLOC_SIZE2(1, 2) void * SDLCALL SDL_calloc(size_t nmemb, size_t size); + +/** + * Change the size of allocated memory. + * + * The memory returned by this function must be freed with SDL_free(). + * + * If `size` is 0, it will be set to 1. Note that this is unlike some other C + * runtime `realloc` implementations, which may treat `realloc(mem, 0)` the + * same way as `free(mem)`. + * + * If `mem` is NULL, the behavior of this function is equivalent to + * SDL_malloc(). Otherwise, the function can have one of three possible + * outcomes: + * + * - If it returns the same pointer as `mem`, it means that `mem` was resized + * in place without freeing. + * - If it returns a different non-NULL pointer, it means that `mem` was freed + * and cannot be dereferenced anymore. + * - If it returns NULL (indicating failure), then `mem` will remain valid and + * must still be freed with SDL_free(). + * + * If the allocation is successfully resized, the returned pointer is + * guaranteed to be aligned to either the *fundamental alignment* + * (`alignof(max_align_t)` in C11 and later) or `2 * sizeof(void *)`, + * whichever is smaller. + * + * \param mem a pointer to allocated memory to reallocate, or NULL. + * \param size the new size of the memory. + * \returns a pointer to the newly allocated memory, or NULL if allocation + * failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_malloc + * \sa SDL_calloc + */ +extern SDL_DECLSPEC SDL_ALLOC_SIZE(2) void * SDLCALL SDL_realloc(void *mem, size_t size); + +/** + * Free allocated memory. + * + * The pointer is no longer valid after this call and cannot be dereferenced + * anymore. + * + * If `mem` is NULL, this function does nothing. + * + * \param mem a pointer to allocated memory, or NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_malloc + * \sa SDL_calloc + * \sa SDL_realloc + */ +extern SDL_DECLSPEC void SDLCALL SDL_free(void *mem); + +/** + * A callback used to implement SDL_malloc(). + * + * SDL will always ensure that the passed `size` is greater than 0. + * + * \param size the size to allocate. + * \returns a pointer to the allocated memory, or NULL if allocation failed. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_malloc + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void *(SDLCALL *SDL_malloc_func)(size_t size); + +/** + * A callback used to implement SDL_calloc(). + * + * SDL will always ensure that the passed `nmemb` and `size` are both greater + * than 0. + * + * \param nmemb the number of elements in the array. + * \param size the size of each element of the array. + * \returns a pointer to the allocated array, or NULL if allocation failed. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_calloc + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size); + +/** + * A callback used to implement SDL_realloc(). + * + * SDL will always ensure that the passed `size` is greater than 0. + * + * \param mem a pointer to allocated memory to reallocate, or NULL. + * \param size the new size of the memory. + * \returns a pointer to the newly allocated memory, or NULL if allocation + * failed. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_realloc + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); + +/** + * A callback used to implement SDL_free(). + * + * SDL will always ensure that the passed `mem` is a non-NULL pointer. + * + * \param mem a pointer to allocated memory. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void (SDLCALL *SDL_free_func)(void *mem); + +/** + * Get the original set of SDL memory functions. + * + * This is what SDL_malloc and friends will use by default, if there has been + * no call to SDL_SetMemoryFunctions. This is not necessarily using the C + * runtime's `malloc` functions behind the scenes! Different platforms and + * build configurations might do any number of unexpected things. + * + * \param malloc_func filled with malloc function. + * \param calloc_func filled with calloc function. + * \param realloc_func filled with realloc function. + * \param free_func filled with free function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetOriginalMemoryFunctions(SDL_malloc_func *malloc_func, + SDL_calloc_func *calloc_func, + SDL_realloc_func *realloc_func, + SDL_free_func *free_func); + +/** + * Get the current set of SDL memory functions. + * + * \param malloc_func filled with malloc function. + * \param calloc_func filled with calloc function. + * \param realloc_func filled with realloc function. + * \param free_func filled with free function. + * + * \threadsafety This does not hold a lock, so do not call this in the + * unlikely event of a background thread calling + * SDL_SetMemoryFunctions simultaneously. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetMemoryFunctions + * \sa SDL_GetOriginalMemoryFunctions + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, + SDL_calloc_func *calloc_func, + SDL_realloc_func *realloc_func, + SDL_free_func *free_func); + +/** + * Replace SDL's memory allocation functions with a custom set. + * + * It is not safe to call this function once any allocations have been made, + * as future calls to SDL_free will use the new allocator, even if they came + * from an SDL_malloc made with the old one! + * + * If used, usually this needs to be the first call made into the SDL library, + * if not the very first thing done at program startup time. + * + * \param malloc_func custom malloc function. + * \param calloc_func custom calloc function. + * \param realloc_func custom realloc function. + * \param free_func custom free function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, but one + * should not replace the memory functions once any allocations + * are made! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMemoryFunctions + * \sa SDL_GetOriginalMemoryFunctions + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, + SDL_calloc_func calloc_func, + SDL_realloc_func realloc_func, + SDL_free_func free_func); + +/** + * Allocate memory aligned to a specific alignment. + * + * The memory returned by this function must be freed with SDL_aligned_free(), + * _not_ SDL_free(). + * + * If `alignment` is less than the size of `void *`, it will be increased to + * match that. + * + * The returned memory address will be a multiple of the alignment value, and + * the size of the memory allocated will be a multiple of the alignment value. + * + * \param alignment the alignment of the memory. + * \param size the size to allocate. + * \returns a pointer to the aligned memory, or NULL if allocation failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_aligned_free + */ +extern SDL_DECLSPEC SDL_MALLOC void * SDLCALL SDL_aligned_alloc(size_t alignment, size_t size); + +/** + * Free memory allocated by SDL_aligned_alloc(). + * + * The pointer is no longer valid after this call and cannot be dereferenced + * anymore. + * + * If `mem` is NULL, this function does nothing. + * + * \param mem a pointer previously returned by SDL_aligned_alloc(), or NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_aligned_alloc + */ +extern SDL_DECLSPEC void SDLCALL SDL_aligned_free(void *mem); + +/** + * Get the number of outstanding (unfreed) allocations. + * + * \returns the number of allocations or -1 if allocation counting is + * disabled. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumAllocations(void); + +/** + * A thread-safe set of environment variables + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + * \sa SDL_DestroyEnvironment + */ +typedef struct SDL_Environment SDL_Environment; + +/** + * Get the process environment. + * + * This is initialized at application start and is not affected by setenv() + * and unsetenv() calls after that point. Use SDL_SetEnvironmentVariable() and + * SDL_UnsetEnvironmentVariable() if you want to modify this environment, or + * SDL_setenv_unsafe() or SDL_unsetenv_unsafe() if you want changes to persist + * in the C runtime environment after SDL_Quit(). + * + * \returns a pointer to the environment for the process or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC SDL_Environment * SDLCALL SDL_GetEnvironment(void); + +/** + * Create a set of environment variables + * + * \param populated true to initialize it from the C runtime environment, + * false to create an empty environment. + * \returns a pointer to the new environment or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety If `populated` is false, it is safe to call this function + * from any thread, otherwise it is safe if no other threads are + * calling setenv() or unsetenv() + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + * \sa SDL_DestroyEnvironment + */ +extern SDL_DECLSPEC SDL_Environment * SDLCALL SDL_CreateEnvironment(bool populated); + +/** + * Get the value of a variable in the environment. + * + * \param env the environment to query. + * \param name the name of the variable to get. + * \returns a pointer to the value of the variable or NULL if it can't be + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetEnvironmentVariable(SDL_Environment *env, const char *name); + +/** + * Get all variables in the environment. + * + * \param env the environment to query. + * \returns a NULL terminated array of pointers to environment variables in + * the form "variable=value" or NULL on failure; call SDL_GetError() + * for more information. This is a single allocation that should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GetEnvironmentVariables(SDL_Environment *env); + +/** + * Set the value of a variable in the environment. + * + * \param env the environment to modify. + * \param name the name of the variable to set. + * \param value the value of the variable to set. + * \param overwrite true to overwrite the variable if it exists, false to + * return success without setting the variable if it already + * exists. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetEnvironmentVariable(SDL_Environment *env, const char *name, const char *value, bool overwrite); + +/** + * Clear a variable from the environment. + * + * \param env the environment to modify. + * \param name the name of the variable to unset. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UnsetEnvironmentVariable(SDL_Environment *env, const char *name); + +/** + * Destroy a set of environment variables. + * + * \param env the environment to destroy. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the environment is no longer in use. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateEnvironment + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyEnvironment(SDL_Environment *env); + +/** + * Get the value of a variable in the environment. + * + * This function uses SDL's cached copy of the environment and is thread-safe. + * + * \param name the name of the variable to get. + * \returns a pointer to the value of the variable or NULL if it can't be + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_getenv(const char *name); + +/** + * Get the value of a variable in the environment. + * + * This function bypasses SDL's cached copy of the environment and is not + * thread-safe. + * + * \param name the name of the variable to get. + * \returns a pointer to the value of the variable or NULL if it can't be + * found. + * + * \threadsafety This function is not thread safe, consider using SDL_getenv() + * instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_getenv + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_getenv_unsafe(const char *name); + +/** + * Set the value of a variable in the environment. + * + * \param name the name of the variable to set. + * \param value the value of the variable to set. + * \param overwrite 1 to overwrite the variable if it exists, 0 to return + * success without setting the variable if it already exists. + * \returns 0 on success, -1 on error. + * + * \threadsafety This function is not thread safe, consider using + * SDL_SetEnvironmentVariable() instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetEnvironmentVariable + */ +extern SDL_DECLSPEC int SDLCALL SDL_setenv_unsafe(const char *name, const char *value, int overwrite); + +/** + * Clear a variable from the environment. + * + * \param name the name of the variable to unset. + * \returns 0 on success, -1 on error. + * + * \threadsafety This function is not thread safe, consider using + * SDL_UnsetEnvironmentVariable() instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC int SDLCALL SDL_unsetenv_unsafe(const char *name); + +/** + * A callback used with SDL sorting and binary search functions. + * + * \param a a pointer to the first element being compared. + * \param b a pointer to the second element being compared. + * \returns -1 if `a` should be sorted before `b`, 1 if `b` should be sorted + * before `a`, 0 if they are equal. If two elements are equal, their + * order in the sorted array is undefined. + * + * \since This callback is available since SDL 3.2.0. + * + * \sa SDL_bsearch + * \sa SDL_qsort + */ +typedef int (SDLCALL *SDL_CompareCallback)(const void *a, const void *b); + +/** + * Sort an array. + * + * For example: + * + * ```c + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *a, const void *b) + * { + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->n < B->n) { + * return -1; + * } else if (B->n < A->n) { + * return 1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 3, "third" }, { 1, "first" }, { 2, "second" } + * }; + * + * SDL_qsort(values, SDL_arraysize(values), sizeof(values[0]), compare); + * ``` + * + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch + * \sa SDL_qsort_r + */ +extern SDL_DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); + +/** + * Perform a binary search on a previously sorted array. + * + * For example: + * + * ```c + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *a, const void *b) + * { + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->n < B->n) { + * return -1; + * } else if (B->n < A->n) { + * return 1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 1, "first" }, { 2, "second" }, { 3, "third" } + * }; + * data key = { 2, NULL }; + * + * data *result = SDL_bsearch(&key, values, SDL_arraysize(values), sizeof(values[0]), compare); + * ``` + * + * \param key a pointer to a key equal to the element being searched for. + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * \returns a pointer to the matching element in the array, or NULL if not + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch_r + * \sa SDL_qsort + */ +extern SDL_DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); + +/** + * A callback used with SDL sorting and binary search functions. + * + * \param userdata the `userdata` pointer passed to the sort function. + * \param a a pointer to the first element being compared. + * \param b a pointer to the second element being compared. + * \returns -1 if `a` should be sorted before `b`, 1 if `b` should be sorted + * before `a`, 0 if they are equal. If two elements are equal, their + * order in the sorted array is undefined. + * + * \since This callback is available since SDL 3.2.0. + * + * \sa SDL_qsort_r + * \sa SDL_bsearch_r + */ +typedef int (SDLCALL *SDL_CompareCallback_r)(void *userdata, const void *a, const void *b); + +/** + * Sort an array, passing a userdata pointer to the compare function. + * + * For example: + * + * ```c + * typedef enum { + * sort_increasing, + * sort_decreasing, + * } sort_method; + * + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *userdata, const void *a, const void *b) + * { + * sort_method method = (sort_method)(uintptr_t)userdata; + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->key < B->key) { + * return (method == sort_increasing) ? -1 : 1; + * } else if (B->key < A->key) { + * return (method == sort_increasing) ? 1 : -1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 3, "third" }, { 1, "first" }, { 2, "second" } + * }; + * + * SDL_qsort_r(values, SDL_arraysize(values), sizeof(values[0]), compare, (const void *)(uintptr_t)sort_increasing); + * ``` + * + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * \param userdata a pointer to pass to the compare function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch_r + * \sa SDL_qsort + */ +extern SDL_DECLSPEC void SDLCALL SDL_qsort_r(void *base, size_t nmemb, size_t size, SDL_CompareCallback_r compare, void *userdata); + +/** + * Perform a binary search on a previously sorted array, passing a userdata + * pointer to the compare function. + * + * For example: + * + * ```c + * typedef enum { + * sort_increasing, + * sort_decreasing, + * } sort_method; + * + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *userdata, const void *a, const void *b) + * { + * sort_method method = (sort_method)(uintptr_t)userdata; + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->key < B->key) { + * return (method == sort_increasing) ? -1 : 1; + * } else if (B->key < A->key) { + * return (method == sort_increasing) ? 1 : -1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 1, "first" }, { 2, "second" }, { 3, "third" } + * }; + * data key = { 2, NULL }; + * + * data *result = SDL_bsearch_r(&key, values, SDL_arraysize(values), sizeof(values[0]), compare, (const void *)(uintptr_t)sort_increasing); + * ``` + * + * \param key a pointer to a key equal to the element being searched for. + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * \param userdata a pointer to pass to the compare function. + * \returns a pointer to the matching element in the array, or NULL if not + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch + * \sa SDL_qsort_r + */ +extern SDL_DECLSPEC void * SDLCALL SDL_bsearch_r(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback_r compare, void *userdata); + +/** + * Compute the absolute value of `x`. + * + * \param x an integer value. + * \returns the absolute value of x. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_abs(int x); + +/** + * Return the lesser of two values. + * + * This is a helper macro that might be more clear than writing out the + * comparisons directly, and works with any type that can be compared with the + * `<` operator. However, it double-evaluates both its parameters, so do not + * use expressions with side-effects here. + * + * \param x the first value to compare. + * \param y the second value to compare. + * \returns the lesser of `x` and `y`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) + +/** + * Return the greater of two values. + * + * This is a helper macro that might be more clear than writing out the + * comparisons directly, and works with any type that can be compared with the + * `>` operator. However, it double-evaluates both its parameters, so do not + * use expressions with side-effects here. + * + * \param x the first value to compare. + * \param y the second value to compare. + * \returns the lesser of `x` and `y`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) + +/** + * Return a value clamped to a range. + * + * If `x` is outside the range a values between `a` and `b`, the returned + * value will be `a` or `b` as appropriate. Otherwise, `x` is returned. + * + * This macro will produce incorrect results if `b` is less than `a`. + * + * This is a helper macro that might be more clear than writing out the + * comparisons directly, and works with any type that can be compared with the + * `<` and `>` operators. However, it double-evaluates all its parameters, so + * do not use expressions with side-effects here. + * + * \param x the value to compare. + * \param a the low end value. + * \param b the high end value. + * \returns x, clamped between a and b. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) + +/** + * Query if a character is alphabetic (a letter). + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * for English 'a-z' and 'A-Z' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isalpha(int x); + +/** + * Query if a character is alphabetic (a letter) or a number. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * for English 'a-z', 'A-Z', and '0-9' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isalnum(int x); + +/** + * Report if a character is blank (a space or tab). + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 0x20 (space) or 0x9 (tab) as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isblank(int x); + +/** + * Report if a character is a control character. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 0 through 0x1F, and 0x7F, as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_iscntrl(int x); + +/** + * Report if a character is a numeric digit. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * '0' (0x30) through '9' (0x39), as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isdigit(int x); + +/** + * Report if a character is a hexadecimal digit. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 'A' through 'F', 'a' through 'f', and '0' through '9', as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isxdigit(int x); + +/** + * Report if a character is a punctuation mark. + * + * **WARNING**: Regardless of system locale, this is equivalent to + * `((SDL_isgraph(x)) && (!SDL_isalnum(x)))`. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isgraph + * \sa SDL_isalnum + */ +extern SDL_DECLSPEC int SDLCALL SDL_ispunct(int x); + +/** + * Report if a character is whitespace. + * + * **WARNING**: Regardless of system locale, this will only treat the + * following ASCII values as true: + * + * - space (0x20) + * - tab (0x09) + * - newline (0x0A) + * - vertical tab (0x0B) + * - form feed (0x0C) + * - return (0x0D) + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isspace(int x); + +/** + * Report if a character is upper case. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 'A' through 'Z' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isupper(int x); + +/** + * Report if a character is lower case. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 'a' through 'z' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_islower(int x); + +/** + * Report if a character is "printable". + * + * Be advised that "printable" has a definition that goes back to text + * terminals from the dawn of computing, making this a sort of special case + * function that is not suitable for Unicode (or most any) text management. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * ' ' (0x20) through '~' (0x7E) as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isprint(int x); + +/** + * Report if a character is any "printable" except space. + * + * Be advised that "printable" has a definition that goes back to text + * terminals from the dawn of computing, making this a sort of special case + * function that is not suitable for Unicode (or most any) text management. + * + * **WARNING**: Regardless of system locale, this is equivalent to + * `(SDL_isprint(x)) && ((x) != ' ')`. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isprint + */ +extern SDL_DECLSPEC int SDLCALL SDL_isgraph(int x); + +/** + * Convert low-ASCII English letters to uppercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'a' through 'z' to uppercase. + * + * This function returns the uppercase equivalent of `x`. If a character + * cannot be converted, or is already uppercase, this function returns `x`. + * + * \param x character value to check. + * \returns capitalized version of x, or x if no conversion available. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_toupper(int x); + +/** + * Convert low-ASCII English letters to lowercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'A' through 'Z' to lowercase. + * + * This function returns the lowercase equivalent of `x`. If a character + * cannot be converted, or is already lowercase, this function returns `x`. + * + * \param x character value to check. + * \returns lowercase version of x, or x if no conversion available. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_tolower(int x); + +/** + * Calculate a CRC-16 value. + * + * https://en.wikipedia.org/wiki/Cyclic_redundancy_check + * + * This function can be called multiple times, to stream data to be + * checksummed in blocks. Each call must provide the previous CRC-16 return + * value to be updated with the next block. The first call to this function + * for a set of blocks should pass in a zero CRC value. + * + * \param crc the current checksum for this data set, or 0 for a new data set. + * \param data a new block of data to add to the checksum. + * \param len the size, in bytes, of the new block of data. + * \returns a CRC-16 checksum value of all blocks in the data set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_crc16(Uint16 crc, const void *data, size_t len); + +/** + * Calculate a CRC-32 value. + * + * https://en.wikipedia.org/wiki/Cyclic_redundancy_check + * + * This function can be called multiple times, to stream data to be + * checksummed in blocks. Each call must provide the previous CRC-32 return + * value to be updated with the next block. The first call to this function + * for a set of blocks should pass in a zero CRC value. + * + * \param crc the current checksum for this data set, or 0 for a new data set. + * \param data a new block of data to add to the checksum. + * \param len the size, in bytes, of the new block of data. + * \returns a CRC-32 checksum value of all blocks in the data set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len); + +/** + * Calculate a 32-bit MurmurHash3 value for a block of data. + * + * https://en.wikipedia.org/wiki/MurmurHash + * + * A seed may be specified, which changes the final results consistently, but + * this does not work like SDL_crc16 and SDL_crc32: you can't feed a previous + * result from this function back into itself as the next seed value to + * calculate a hash in chunks; it won't produce the same hash as it would if + * the same data was provided in a single call. + * + * If you aren't sure what to provide for a seed, zero is fine. Murmur3 is not + * cryptographically secure, so it shouldn't be used for hashing top-secret + * data. + * + * \param data the data to be hashed. + * \param len the size of data, in bytes. + * \param seed a value that alters the final hash value. + * \returns a Murmur3 32-bit hash value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_murmur3_32(const void *data, size_t len, Uint32 seed); + +/** + * Copy non-overlapping memory. + * + * The memory regions must not overlap. If they do, use SDL_memmove() instead. + * + * \param dst The destination memory region. Must not be NULL, and must not + * overlap with `src`. + * \param src The source memory region. Must not be NULL, and must not overlap + * with `dst`. + * \param len The length in bytes of both `dst` and `src`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_memmove + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + +/* Take advantage of compiler optimizations for memcpy */ +#ifndef SDL_SLOW_MEMCPY +#ifdef SDL_memcpy +#undef SDL_memcpy +#endif +#define SDL_memcpy memcpy +#endif + + +/** + * A macro to copy memory between objects, with basic type checking. + * + * SDL_memcpy and SDL_memmove do not care where you copy memory to and from, + * which can lead to bugs. This macro aims to avoid most of those bugs by + * making sure that the source and destination are both pointers to objects + * that are the same size. It does not check that the objects are the same + * _type_, just that the copy will not overflow either object. + * + * The size check happens at compile time, and the compiler will throw an + * error if the objects are different sizes. + * + * Generally this is intended to copy a single object, not an array. + * + * This macro looks like it double-evaluates its parameters, but the extras + * them are in `sizeof` sections, which generate no code nor side-effects. + * + * \param dst a pointer to the destination object. Must not be NULL. + * \param src a pointer to the source object. Must not be NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +#define SDL_copyp(dst, src) \ + { SDL_COMPILE_TIME_ASSERT(SDL_copyp, sizeof (*(dst)) == sizeof (*(src))); } \ + SDL_memcpy((dst), (src), sizeof(*(src))) + +/** + * Copy memory ranges that might overlap. + * + * It is okay for the memory regions to overlap. If you are confident that the + * regions never overlap, using SDL_memcpy() may improve performance. + * + * \param dst The destination memory region. Must not be NULL. + * \param src The source memory region. Must not be NULL. + * \param len The length in bytes of both `dst` and `src`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_memcpy + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + +/* Take advantage of compiler optimizations for memmove */ +#ifndef SDL_SLOW_MEMMOVE +#ifdef SDL_memmove +#undef SDL_memmove +#endif +#define SDL_memmove memmove +#endif + +/** + * Initialize all bytes of buffer of memory to a specific value. + * + * This function will set `len` bytes, pointed to by `dst`, to the value + * specified in `c`. + * + * Despite `c` being an `int` instead of a `char`, this only operates on + * bytes; `c` must be a value between 0 and 255, inclusive. + * + * \param dst the destination memory region. Must not be NULL. + * \param c the byte value to set. + * \param len the length, in bytes, to set in `dst`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len); + +/** + * Initialize all 32-bit words of buffer of memory to a specific value. + * + * This function will set a buffer of `dwords` Uint32 values, pointed to by + * `dst`, to the value specified in `val`. + * + * Unlike SDL_memset, this sets 32-bit values, not bytes, so it's not limited + * to a range of 0-255. + * + * \param dst the destination memory region. Must not be NULL. + * \param val the Uint32 value to set. + * \param dwords the number of Uint32 values to set in `dst`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memset4(void *dst, Uint32 val, size_t dwords); + +/* Take advantage of compiler optimizations for memset */ +#ifndef SDL_SLOW_MEMSET +#ifdef SDL_memset +#undef SDL_memset +#endif +#define SDL_memset memset +#endif + +/** + * Clear an object's memory to zero. + * + * This is wrapper over SDL_memset that handles calculating the object size, + * so there's no chance of copy/paste errors, and the code is cleaner. + * + * This requires an object, not a pointer to an object, nor an array. + * + * \param x the object to clear. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_zerop + * \sa SDL_zeroa + */ +#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x))) + +/** + * Clear an object's memory to zero, using a pointer. + * + * This is wrapper over SDL_memset that handles calculating the object size, + * so there's no chance of copy/paste errors, and the code is cleaner. + * + * This requires a pointer to an object, not an object itself, nor an array. + * + * \param x a pointer to the object to clear. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_zero + * \sa SDL_zeroa + */ +#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x))) + +/** + * Clear an array's memory to zero. + * + * This is wrapper over SDL_memset that handles calculating the array size, so + * there's no chance of copy/paste errors, and the code is cleaner. + * + * This requires an array, not an object, nor a pointer to an object. + * + * \param x an array to clear. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_zero + * \sa SDL_zeroa + */ +#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x))) + + +/** + * Compare two buffers of memory. + * + * \param s1 the first buffer to compare. NULL is not permitted! + * \param s2 the second buffer to compare. NULL is not permitted! + * \param len the number of bytes to compare between the buffers. + * \returns less than zero if s1 is "less than" s2, greater than zero if s1 is + * "greater than" s2, and zero if the buffers match exactly for `len` + * bytes. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len); + +/** + * This works exactly like wcslen() but doesn't require access to a C runtime. + * + * Counts the number of wchar_t values in `wstr`, excluding the null + * terminator. + * + * Like SDL_strlen only counts bytes and not codepoints in a UTF-8 string, + * this counts wchar_t values in a string, even if the string's encoding is of + * variable width, like UTF-16. + * + * Also be aware that wchar_t is different sizes on different platforms (4 + * bytes on Linux, 2 on Windows, etc). + * + * \param wstr The null-terminated wide string to read. Must not be NULL. + * \returns the length (in wchar_t values, excluding the null terminator) of + * `wstr`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcsnlen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr); + +/** + * This works exactly like wcsnlen() but doesn't require access to a C + * runtime. + * + * Counts up to a maximum of `maxlen` wchar_t values in `wstr`, excluding the + * null terminator. + * + * Like SDL_strnlen only counts bytes and not codepoints in a UTF-8 string, + * this counts wchar_t values in a string, even if the string's encoding is of + * variable width, like UTF-16. + * + * Also be aware that wchar_t is different sizes on different platforms (4 + * bytes on Linux, 2 on Windows, etc). + * + * Also, `maxlen` is a count of wide characters, not bytes! + * + * \param wstr The null-terminated wide string to read. Must not be NULL. + * \param maxlen The maximum amount of wide characters to count. + * \returns the length (in wide characters, excluding the null terminator) of + * `wstr` but never more than `maxlen`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcslen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcsnlen(const wchar_t *wstr, size_t maxlen); + +/** + * Copy a wide string. + * + * This function copies `maxlen` - 1 wide characters from `src` to `dst`, then + * appends a null terminator. + * + * `src` and `dst` must not overlap. + * + * If `maxlen` is 0, no wide characters are copied and no null terminator is + * written. + * + * \param dst The destination buffer. Must not be NULL, and must not overlap + * with `src`. + * \param src The null-terminated wide string to copy. Must not be NULL, and + * must not overlap with `dst`. + * \param maxlen The length (in wide characters) of the destination buffer. + * \returns the length (in wide characters, excluding the null terminator) of + * `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcslcat + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); + +/** + * Concatenate wide strings. + * + * This function appends up to `maxlen` - SDL_wcslen(dst) - 1 wide characters + * from `src` to the end of the wide string in `dst`, then appends a null + * terminator. + * + * `src` and `dst` must not overlap. + * + * If `maxlen` - SDL_wcslen(dst) - 1 is less than or equal to 0, then `dst` is + * unmodified. + * + * \param dst The destination buffer already containing the first + * null-terminated wide string. Must not be NULL and must not + * overlap with `src`. + * \param src The second null-terminated wide string. Must not be NULL, and + * must not overlap with `dst`. + * \param maxlen The length (in wide characters) of the destination buffer. + * \returns the length (in wide characters, excluding the null terminator) of + * the string in `dst` plus the length of `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcslcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); + +/** + * Allocate a copy of a wide string. + * + * This allocates enough space for a null-terminated copy of `wstr`, using + * SDL_malloc, and then makes a copy of the string into this space. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param wstr the string to copy. + * \returns a pointer to the newly-allocated wide string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC wchar_t * SDLCALL SDL_wcsdup(const wchar_t *wstr); + +/** + * Search a wide string for the first instance of a specific substring. + * + * The search ends once it finds the requested substring, or a null terminator + * byte to end the string. + * + * Note that this looks for strings of _wide characters_, not _codepoints_, so + * it's legal to search for malformed and incomplete UTF-16 sequences. + * + * \param haystack the wide string to search. Must not be NULL. + * \param needle the wide string to search for. Must not be NULL. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC wchar_t * SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle); + +/** + * Search a wide string, up to n wide chars, for the first instance of a + * specific substring. + * + * The search ends once it finds the requested substring, or a null terminator + * value to end the string, or `maxlen` wide character have been examined. It + * is possible to use this function on a wide string without a null + * terminator. + * + * Note that this looks for strings of _wide characters_, not _codepoints_, so + * it's legal to search for malformed and incomplete UTF-16 sequences. + * + * \param haystack the wide string to search. Must not be NULL. + * \param needle the wide string to search for. Must not be NULL. + * \param maxlen the maximum number of wide characters to search in + * `haystack`. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC wchar_t * SDLCALL SDL_wcsnstr(const wchar_t *haystack, const wchar_t *needle, size_t maxlen); + +/** + * Compare two null-terminated wide strings. + * + * This only compares wchar_t values until it hits a null-terminating + * character; it does not care if the string is well-formed UTF-16 (or UTF-32, + * depending on your platform's wchar_t size), or uses valid Unicode values. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2); + +/** + * Compare two wide strings up to a number of wchar_t values. + * + * This only compares wchar_t values; it does not care if the string is + * well-formed UTF-16 (or UTF-32, depending on your platform's wchar_t size), + * or uses valid Unicode values. + * + * Note that while this function is intended to be used with UTF-16 (or + * UTF-32, depending on your platform's definition of wchar_t), it is + * comparing raw wchar_t values and not Unicode codepoints: `maxlen` specifies + * a wchar_t limit! If the limit lands in the middle of a multi-wchar UTF-16 + * sequence, it will only compare a portion of the final character. + * + * `maxlen` specifies a maximum number of wchar_t to compare; if the strings + * match to this number of wide chars (or both have matched to a + * null-terminator character before this count), they will be considered + * equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of wchar_t to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); + +/** + * Compare two null-terminated wide strings, case-insensitively. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Depending on your platform, "wchar_t" might be 2 bytes, and expected to be + * UTF-16 encoded (like Windows), or 4 bytes in UTF-32 format. Since this + * handles Unicode, it expects the string to be well-formed and not a + * null-terminated string of arbitrary bytes. Characters that are not valid + * UTF-16 (or UTF-32) are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2); + +/** + * Compare two wide strings, case-insensitively, up to a number of wchar_t. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Depending on your platform, "wchar_t" might be 2 bytes, and expected to be + * UTF-16 encoded (like Windows), or 4 bytes in UTF-32 format. Since this + * handles Unicode, it expects the string to be well-formed and not a + * null-terminated string of arbitrary bytes. Characters that are not valid + * UTF-16 (or UTF-32) are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * Note that while this function might deal with variable-sized characters, + * `maxlen` specifies a _wchar_ limit! If the limit lands in the middle of a + * multi-byte UTF-16 sequence, it may convert a portion of the final character + * to one or more Unicode character U+FFFD (REPLACEMENT CHARACTER) so as not + * to overflow a buffer. + * + * `maxlen` specifies a maximum number of wchar_t values to compare; if the + * strings match to this number of wchar_t (or both have matched to a + * null-terminator character before this number of bytes), they will be + * considered equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of wchar_t values to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); + +/** + * Parse a `long` from a wide string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside a `long`, the result is clamped to + * the minimum and maximum representable `long` values. + * + * \param str The null-terminated wide string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid wide character + * (i.e. the next character after the parsed number) will be + * written to this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strtol + */ +extern SDL_DECLSPEC long SDLCALL SDL_wcstol(const wchar_t *str, wchar_t **endp, int base); + +/** + * This works exactly like strlen() but doesn't require access to a C runtime. + * + * Counts the bytes in `str`, excluding the null terminator. + * + * If you need the length of a UTF-8 string, consider using SDL_utf8strlen(). + * + * \param str The null-terminated string to read. Must not be NULL. + * \returns the length (in bytes, excluding the null terminator) of `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strnlen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strlen(const char *str); + +/** + * This works exactly like strnlen() but doesn't require access to a C + * runtime. + * + * Counts up to a maximum of `maxlen` bytes in `str`, excluding the null + * terminator. + * + * If you need the length of a UTF-8 string, consider using SDL_utf8strnlen(). + * + * \param str The null-terminated string to read. Must not be NULL. + * \param maxlen The maximum amount of bytes to count. + * \returns the length (in bytes, excluding the null terminator) of `src` but + * never more than `maxlen`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strnlen(const char *str, size_t maxlen); + +/** + * Copy a string. + * + * This function copies up to `maxlen` - 1 characters from `src` to `dst`, + * then appends a null terminator. + * + * If `maxlen` is 0, no characters are copied and no null terminator is + * written. + * + * If you want to copy an UTF-8 string but need to ensure that multi-byte + * sequences are not truncated, consider using SDL_utf8strlcpy(). + * + * \param dst The destination buffer. Must not be NULL, and must not overlap + * with `src`. + * \param src The null-terminated string to copy. Must not be NULL, and must + * not overlap with `dst`. + * \param maxlen The length (in characters) of the destination buffer. + * \returns the length (in characters, excluding the null terminator) of + * `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlcat + * \sa SDL_utf8strlcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); + +/** + * Copy an UTF-8 string. + * + * This function copies up to `dst_bytes` - 1 bytes from `src` to `dst` while + * also ensuring that the string written to `dst` does not end in a truncated + * multi-byte sequence. Finally, it appends a null terminator. + * + * `src` and `dst` must not overlap. + * + * Note that unlike SDL_strlcpy(), this function returns the number of bytes + * written, not the length of `src`. + * + * \param dst The destination buffer. Must not be NULL, and must not overlap + * with `src`. + * \param src The null-terminated UTF-8 string to copy. Must not be NULL, and + * must not overlap with `dst`. + * \param dst_bytes The length (in bytes) of the destination buffer. Must not + * be 0. + * \returns the number of bytes written, excluding the null terminator. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes); + +/** + * Concatenate strings. + * + * This function appends up to `maxlen` - SDL_strlen(dst) - 1 characters from + * `src` to the end of the string in `dst`, then appends a null terminator. + * + * `src` and `dst` must not overlap. + * + * If `maxlen` - SDL_strlen(dst) - 1 is less than or equal to 0, then `dst` is + * unmodified. + * + * \param dst The destination buffer already containing the first + * null-terminated string. Must not be NULL and must not overlap + * with `src`. + * \param src The second null-terminated string. Must not be NULL, and must + * not overlap with `dst`. + * \param maxlen The length (in characters) of the destination buffer. + * \returns the length (in characters, excluding the null terminator) of the + * string in `dst` plus the length of `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); + +/** + * Allocate a copy of a string. + * + * This allocates enough space for a null-terminated copy of `str`, using + * SDL_malloc, and then makes a copy of the string into this space. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param str the string to copy. + * \returns a pointer to the newly-allocated string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_MALLOC char * SDLCALL SDL_strdup(const char *str); + +/** + * Allocate a copy of a string, up to n characters. + * + * This allocates enough space for a null-terminated copy of `str`, up to + * `maxlen` bytes, using SDL_malloc, and then makes a copy of the string into + * this space. + * + * If the string is longer than `maxlen` bytes, the returned string will be + * `maxlen` bytes long, plus a null-terminator character that isn't included + * in the count. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param str the string to copy. + * \param maxlen the maximum length of the copied string, not counting the + * null-terminator character. + * \returns a pointer to the newly-allocated string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_MALLOC char * SDLCALL SDL_strndup(const char *str, size_t maxlen); + +/** + * Reverse a string's contents. + * + * This reverses a null-terminated string in-place. Only the content of the + * string is reversed; the null-terminator character remains at the end of the + * reversed string. + * + * **WARNING**: This function reverses the _bytes_ of the string, not the + * codepoints. If `str` is a UTF-8 string with Unicode codepoints > 127, this + * will ruin the string data. You should only use this function on strings + * that are completely comprised of low ASCII characters. + * + * \param str the string to reverse. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strrev(char *str); + +/** + * Convert a string to uppercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'A' through 'Z' to uppercase. + * + * This function operates on a null-terminated string of bytes--even if it is + * malformed UTF-8!--and converts ASCII characters 'a' through 'z' to their + * uppercase equivalents in-place, returning the original `str` pointer. + * + * \param str the string to convert in-place. Can not be NULL. + * \returns the `str` pointer passed into this function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlwr + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strupr(char *str); + +/** + * Convert a string to lowercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'A' through 'Z' to lowercase. + * + * This function operates on a null-terminated string of bytes--even if it is + * malformed UTF-8!--and converts ASCII characters 'A' through 'Z' to their + * lowercase equivalents in-place, returning the original `str` pointer. + * + * \param str the string to convert in-place. Can not be NULL. + * \returns the `str` pointer passed into this function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strupr + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strlwr(char *str); + +/** + * Search a string for the first instance of a specific byte. + * + * The search ends once it finds the requested byte value, or a null + * terminator byte to end the string. + * + * Note that this looks for _bytes_, not _characters_, so you cannot match + * against a Unicode codepoint > 255, regardless of character encoding. + * + * \param str the string to search. Must not be NULL. + * \param c the byte value to search for. + * \returns a pointer to the first instance of `c` in the string, or NULL if + * not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strchr(const char *str, int c); + +/** + * Search a string for the last instance of a specific byte. + * + * The search must go until it finds a null terminator byte to end the string. + * + * Note that this looks for _bytes_, not _characters_, so you cannot match + * against a Unicode codepoint > 255, regardless of character encoding. + * + * \param str the string to search. Must not be NULL. + * \param c the byte value to search for. + * \returns a pointer to the last instance of `c` in the string, or NULL if + * not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strrchr(const char *str, int c); + +/** + * Search a string for the first instance of a specific substring. + * + * The search ends once it finds the requested substring, or a null terminator + * byte to end the string. + * + * Note that this looks for strings of _bytes_, not _characters_, so it's + * legal to search for malformed and incomplete UTF-8 sequences. + * + * \param haystack the string to search. Must not be NULL. + * \param needle the string to search for. Must not be NULL. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strstr(const char *haystack, const char *needle); + +/** + * Search a string, up to n bytes, for the first instance of a specific + * substring. + * + * The search ends once it finds the requested substring, or a null terminator + * byte to end the string, or `maxlen` bytes have been examined. It is + * possible to use this function on a string without a null terminator. + * + * Note that this looks for strings of _bytes_, not _characters_, so it's + * legal to search for malformed and incomplete UTF-8 sequences. + * + * \param haystack the string to search. Must not be NULL. + * \param needle the string to search for. Must not be NULL. + * \param maxlen the maximum number of bytes to search in `haystack`. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strnstr(const char *haystack, const char *needle, size_t maxlen); + +/** + * Search a UTF-8 string for the first instance of a specific substring, + * case-insensitively. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Since this handles Unicode, it expects the strings to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * \param haystack the string to search. Must not be NULL. + * \param needle the string to search for. Must not be NULL. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strcasestr(const char *haystack, const char *needle); + +/** + * This works exactly like strtok_r() but doesn't require access to a C + * runtime. + * + * Break a string up into a series of tokens. + * + * To start tokenizing a new string, `str` should be the non-NULL address of + * the string to start tokenizing. Future calls to get the next token from the + * same string should specify a NULL. + * + * Note that this function will overwrite pieces of `str` with null chars to + * split it into tokens. This function cannot be used with const/read-only + * strings! + * + * `saveptr` just needs to point to a `char *` that can be overwritten; SDL + * will use this to save tokenizing state between calls. It is initialized if + * `str` is non-NULL, and used to resume tokenizing when `str` is NULL. + * + * \param str the string to tokenize, or NULL to continue tokenizing. + * \param delim the delimiter string that separates tokens. + * \param saveptr pointer to a char *, used for ongoing state. + * \returns A pointer to the next token, or NULL if no tokens remain. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strtok_r(char *str, const char *delim, char **saveptr); + +/** + * Count the number of codepoints in a UTF-8 string. + * + * Counts the _codepoints_, not _bytes_, in `str`, excluding the null + * terminator. + * + * If you need to count the bytes in a string instead, consider using + * SDL_strlen(). + * + * Since this handles Unicode, it expects the strings to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), so a malformed or incomplete UTF-8 sequence might increase the + * count by several replacement characters. + * + * \param str The null-terminated UTF-8 string to read. Must not be NULL. + * \returns The length (in codepoints, excluding the null terminator) of + * `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_utf8strnlen + * \sa SDL_strlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str); + +/** + * Count the number of codepoints in a UTF-8 string, up to n bytes. + * + * Counts the _codepoints_, not _bytes_, in `str`, excluding the null + * terminator. + * + * If you need to count the bytes in a string instead, consider using + * SDL_strnlen(). + * + * The counting stops at `bytes` bytes (not codepoints!). This seems + * counterintuitive, but makes it easy to express the total size of the + * string's buffer. + * + * Since this handles Unicode, it expects the strings to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), so a malformed or incomplete UTF-8 sequence might increase the + * count by several replacement characters. + * + * \param str The null-terminated UTF-8 string to read. Must not be NULL. + * \param bytes The maximum amount of bytes to count. + * \returns The length (in codepoints, excluding the null terminator) of `src` + * but never more than `maxlen`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_utf8strlen + * \sa SDL_strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strnlen(const char *str, size_t bytes); + +/** + * Convert an integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget possible negative + * signs, null terminator bytes, etc). + * + * \param value the integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_uitoa + * \sa SDL_ltoa + * \sa SDL_lltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_itoa(int value, char *str, int radix); + +/** + * Convert an unsigned integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget null terminator + * bytes, etc). + * + * \param value the unsigned integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_itoa + * \sa SDL_ultoa + * \sa SDL_ulltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_uitoa(unsigned int value, char *str, int radix); + +/** + * Convert a long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget possible negative + * signs, null terminator bytes, etc). + * + * \param value the long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ultoa + * \sa SDL_itoa + * \sa SDL_lltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_ltoa(long value, char *str, int radix); + +/** + * Convert an unsigned long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget null terminator + * bytes, etc). + * + * \param value the unsigned long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ltoa + * \sa SDL_uitoa + * \sa SDL_ulltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_ultoa(unsigned long value, char *str, int radix); + +#ifndef SDL_NOLONGLONG + +/** + * Convert a long long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget possible negative + * signs, null terminator bytes, etc). + * + * \param value the long long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ulltoa + * \sa SDL_itoa + * \sa SDL_ltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_lltoa(long long value, char *str, int radix); + +/** + * Convert an unsigned long long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget null terminator + * bytes, etc). + * + * \param value the unsigned long long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_lltoa + * \sa SDL_uitoa + * \sa SDL_ultoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_ulltoa(unsigned long long value, char *str, int radix); +#endif + +/** + * Parse an `int` from a string. + * + * The result of calling `SDL_atoi(str)` is equivalent to + * `(int)SDL_strtol(str, NULL, 10)`. + * + * \param str The null-terminated string to read. Must not be NULL. + * \returns the parsed `int`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoul + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_itoa + */ +extern SDL_DECLSPEC int SDLCALL SDL_atoi(const char *str); + +/** + * Parse a `double` from a string. + * + * The result of calling `SDL_atof(str)` is equivalent to `SDL_strtod(str, + * NULL)`. + * + * \param str The null-terminated string to read. Must not be NULL. + * \returns the parsed `double`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_strtol + * \sa SDL_strtoul + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + */ +extern SDL_DECLSPEC double SDLCALL SDL_atof(const char *str); + +/** + * Parse a `long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside a `long`, the result is clamped to + * the minimum and maximum representable `long` values. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtoul + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_ltoa + * \sa SDL_wcstol + */ +extern SDL_DECLSPEC long SDLCALL SDL_strtol(const char *str, char **endp, int base); + +/** + * Parse an `unsigned long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside an `unsigned long`, the result is + * clamped to the maximum representable `unsigned long` value. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `unsigned long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_ultoa + */ +extern SDL_DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *str, char **endp, int base); + +#ifndef SDL_NOLONGLONG + +/** + * Parse a `long long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside a `long long`, the result is + * clamped to the minimum and maximum representable `long long` values. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `long long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoul + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_lltoa + */ +extern SDL_DECLSPEC long long SDLCALL SDL_strtoll(const char *str, char **endp, int base); + +/** + * Parse an `unsigned long long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside an `unsigned long long`, the + * result is clamped to the maximum representable `unsigned long long` value. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `unsigned long long`, or 0 if no number could be + * parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoll + * \sa SDL_strtoul + * \sa SDL_strtod + * \sa SDL_ulltoa + */ +extern SDL_DECLSPEC unsigned long long SDLCALL SDL_strtoull(const char *str, char **endp, int base); +#endif + +/** + * Parse a `double` from a string. + * + * This function makes fewer guarantees than the C runtime `strtod`: + * + * - Only decimal notation is guaranteed to be supported. The handling of + * scientific and hexadecimal notation is unspecified. + * - Whether or not INF and NAN can be parsed is unspecified. + * - The precision of the result is unspecified. + * + * \param str the null-terminated string to read. Must not be NULL. + * \param endp if not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \returns the parsed `double`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoll + * \sa SDL_strtoul + * \sa SDL_strtoull + */ +extern SDL_DECLSPEC double SDLCALL SDL_strtod(const char *str, char **endp); + +/** + * Compare two null-terminated UTF-8 strings. + * + * Due to the nature of UTF-8 encoding, this will work with Unicode strings, + * since effectively this function just compares bytes until it hits a + * null-terminating character. Also due to the nature of UTF-8, this can be + * used with SDL_qsort() to put strings in (roughly) alphabetical order. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2); + +/** + * Compare two UTF-8 strings up to a number of bytes. + * + * Due to the nature of UTF-8 encoding, this will work with Unicode strings, + * since effectively this function just compares bytes until it hits a + * null-terminating character. Also due to the nature of UTF-8, this can be + * used with SDL_qsort() to put strings in (roughly) alphabetical order. + * + * Note that while this function is intended to be used with UTF-8, it is + * doing a bytewise comparison, and `maxlen` specifies a _byte_ limit! If the + * limit lands in the middle of a multi-byte UTF-8 sequence, it will only + * compare a portion of the final character. + * + * `maxlen` specifies a maximum number of bytes to compare; if the strings + * match to this number of bytes (or both have matched to a null-terminator + * character before this number of bytes), they will be considered equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of _bytes_ to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen); + +/** + * Compare two null-terminated UTF-8 strings, case-insensitively. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Since this handles Unicode, it expects the string to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2); + + +/** + * Compare two UTF-8 strings, case-insensitively, up to a number of bytes. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Since this handles Unicode, it expects the string to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * Note that while this function is intended to be used with UTF-8, `maxlen` + * specifies a _byte_ limit! If the limit lands in the middle of a multi-byte + * UTF-8 sequence, it may convert a portion of the final character to one or + * more Unicode character U+FFFD (REPLACEMENT CHARACTER) so as not to overflow + * a buffer. + * + * `maxlen` specifies a maximum number of bytes to compare; if the strings + * match to this number of bytes (or both have matched to a null-terminator + * character before this number of bytes), they will be considered equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of bytes to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t maxlen); + +/** + * Searches a string for the first occurence of any character contained in a + * breakset, and returns a pointer from the string to that character. + * + * \param str The null-terminated string to be searched. Must not be NULL, and + * must not overlap with `breakset`. + * \param breakset A null-terminated string containing the list of characters + * to look for. Must not be NULL, and must not overlap with + * `str`. + * \returns A pointer to the location, in str, of the first occurence of a + * character present in the breakset, or NULL if none is found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strpbrk(const char *str, const char *breakset); + +/** + * The Unicode REPLACEMENT CHARACTER codepoint. + * + * SDL_StepUTF8() and SDL_StepBackUTF8() report this codepoint when they + * encounter a UTF-8 string with encoding errors. + * + * This tends to render as something like a question mark in most places. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_StepBackUTF8 + * \sa SDL_StepUTF8 + */ +#define SDL_INVALID_UNICODE_CODEPOINT 0xFFFD + +/** + * Decode a UTF-8 string, one Unicode codepoint at a time. + * + * This will return the first Unicode codepoint in the UTF-8 encoded string in + * `*pstr`, and then advance `*pstr` past any consumed bytes before returning. + * + * It will not access more than `*pslen` bytes from the string. `*pslen` will + * be adjusted, as well, subtracting the number of bytes consumed. + * + * `pslen` is allowed to be NULL, in which case the string _must_ be + * NULL-terminated, as the function will blindly read until it sees the NULL + * char. + * + * if `*pslen` is zero, it assumes the end of string is reached and returns a + * zero codepoint regardless of the contents of the string buffer. + * + * If the resulting codepoint is zero (a NULL terminator), or `*pslen` is + * zero, it will not advance `*pstr` or `*pslen` at all. + * + * Generally this function is called in a loop until it returns zero, + * adjusting its parameters each iteration. + * + * If an invalid UTF-8 sequence is encountered, this function returns + * SDL_INVALID_UNICODE_CODEPOINT and advances the string/length by one byte + * (which is to say, a multibyte sequence might produce several + * SDL_INVALID_UNICODE_CODEPOINT returns before it syncs to the next valid + * UTF-8 sequence). + * + * Several things can generate invalid UTF-8 sequences, including overlong + * encodings, the use of UTF-16 surrogate values, and truncated data. Please + * refer to + * [RFC3629](https://www.ietf.org/rfc/rfc3629.txt) + * for details. + * + * \param pstr a pointer to a UTF-8 string pointer to be read and adjusted. + * \param pslen a pointer to the number of bytes in the string, to be read and + * adjusted. NULL is allowed. + * \returns the first Unicode codepoint in the string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_StepUTF8(const char **pstr, size_t *pslen); + +/** + * Decode a UTF-8 string in reverse, one Unicode codepoint at a time. + * + * This will go to the start of the previous Unicode codepoint in the string, + * move `*pstr` to that location and return that codepoint. + * + * If `*pstr` is already at the start of the string), it will not advance + * `*pstr` at all. + * + * Generally this function is called in a loop until it returns zero, + * adjusting its parameter each iteration. + * + * If an invalid UTF-8 sequence is encountered, this function returns + * SDL_INVALID_UNICODE_CODEPOINT. + * + * Several things can generate invalid UTF-8 sequences, including overlong + * encodings, the use of UTF-16 surrogate values, and truncated data. Please + * refer to + * [RFC3629](https://www.ietf.org/rfc/rfc3629.txt) + * for details. + * + * \param start a pointer to the beginning of the UTF-8 string. + * \param pstr a pointer to a UTF-8 string pointer to be read and adjusted. + * \returns the previous Unicode codepoint in the string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_StepBackUTF8(const char *start, const char **pstr); + +/** + * Convert a single Unicode codepoint to UTF-8. + * + * The buffer pointed to by `dst` must be at least 4 bytes long, as this + * function may generate between 1 and 4 bytes of output. + * + * This function returns the first byte _after_ the newly-written UTF-8 + * sequence, which is useful for encoding multiple codepoints in a loop, or + * knowing where to write a NULL-terminator character to end the string (in + * either case, plan to have a buffer of _more_ than 4 bytes!). + * + * If `codepoint` is an invalid value (outside the Unicode range, or a UTF-16 + * surrogate value, etc), this will use U+FFFD (REPLACEMENT CHARACTER) for the + * codepoint instead, and not set an error. + * + * If `dst` is NULL, this returns NULL immediately without writing to the + * pointer and without setting an error. + * + * \param codepoint a Unicode codepoint to convert to UTF-8. + * \param dst the location to write the encoded UTF-8. Must point to at least + * 4 bytes! + * \returns the first byte past the newly-written UTF-8 sequence. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_UCS4ToUTF8(Uint32 codepoint, char *dst); + +/** + * This works exactly like sscanf() but doesn't require access to a C runtime. + * + * Scan a string, matching a format string, converting each '%' item and + * storing it to pointers provided through variable arguments. + * + * \param text the string to scan. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of pointers to values to be filled in with scanned items. + * \returns the number of items that matched the format string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2); + +/** + * This works exactly like vsscanf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_sscanf(), except it takes a `va_list` instead + * of using `...` variable arguments. + * + * \param text the string to scan. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ap a `va_list` of pointers to values to be filled in with scanned + * items. + * \returns the number of items that matched the format string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vsscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, va_list ap) SDL_SCANF_VARARG_FUNCV(2); + +/** + * This works exactly like snprintf() but doesn't require access to a C + * runtime. + * + * Format a string of up to `maxlen`-1 bytes, converting each '%' item with + * values provided through variable arguments. + * + * While some C runtimes differ on how to deal with too-large strings, this + * function null-terminates the output, by treating the null-terminator as + * part of the `maxlen` count. Note that if `maxlen` is zero, however, no + * bytes will be written at all. + * + * This function returns the number of _bytes_ (not _characters_) that should + * be written, excluding the null-terminator character. If this returns a + * number >= `maxlen`, it means the output string was truncated. A negative + * return value means an error occurred. + * + * Referencing the output string's pointer with a format item is undefined + * behavior. + * + * \param text the buffer to write the string into. Must not be NULL. + * \param maxlen the maximum bytes to write, including the null-terminator. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of values to be used with the format string. + * \returns the number of bytes that should be written, not counting the + * null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); + +/** + * This works exactly like swprintf() but doesn't require access to a C + * runtime. + * + * Format a wide string of up to `maxlen`-1 wchar_t values, converting each + * '%' item with values provided through variable arguments. + * + * While some C runtimes differ on how to deal with too-large strings, this + * function null-terminates the output, by treating the null-terminator as + * part of the `maxlen` count. Note that if `maxlen` is zero, however, no wide + * characters will be written at all. + * + * This function returns the number of _wide characters_ (not _codepoints_) + * that should be written, excluding the null-terminator character. If this + * returns a number >= `maxlen`, it means the output string was truncated. A + * negative return value means an error occurred. + * + * Referencing the output string's pointer with a format item is undefined + * behavior. + * + * \param text the buffer to write the wide string into. Must not be NULL. + * \param maxlen the maximum wchar_t values to write, including the + * null-terminator. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of values to be used with the format string. + * \returns the number of wide characters that should be written, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_swprintf(SDL_OUT_Z_CAP(maxlen) wchar_t *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const wchar_t *fmt, ...) SDL_WPRINTF_VARARG_FUNC(3); + +/** + * This works exactly like vsnprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_snprintf(), except it takes a `va_list` + * instead of using `...` variable arguments. + * + * \param text the buffer to write the string into. Must not be NULL. + * \param maxlen the maximum bytes to write, including the null-terminator. + * \param fmt a printf-style format string. Must not be NULL. + * \param ap a `va_list` values to be used with the format string. + * \returns the number of bytes that should be written, not counting the + * null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); + +/** + * This works exactly like vswprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_swprintf(), except it takes a `va_list` + * instead of using `...` variable arguments. + * + * \param text the buffer to write the string into. Must not be NULL. + * \param maxlen the maximum wide characters to write, including the + * null-terminator. + * \param fmt a printf-style format wide string. Must not be NULL. + * \param ap a `va_list` values to be used with the format string. + * \returns the number of wide characters that should be written, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vswprintf(SDL_OUT_Z_CAP(maxlen) wchar_t *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const wchar_t *fmt, va_list ap) SDL_WPRINTF_VARARG_FUNCV(3); + +/** + * This works exactly like asprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_snprintf(), except it allocates a buffer large + * enough to hold the output string on behalf of the caller. + * + * On success, this function returns the number of bytes (not characters) + * comprising the output string, not counting the null-terminator character, + * and sets `*strp` to the newly-allocated string. + * + * On error, this function returns a negative number, and the value of `*strp` + * is undefined. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param strp on output, is set to the new string. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of values to be used with the format string. + * \returns the number of bytes in the newly-allocated string, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * This works exactly like vasprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_asprintf(), except it takes a `va_list` + * instead of using `...` variable arguments. + * + * \param strp on output, is set to the new string. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ap a `va_list` values to be used with the format string. + * \returns the number of bytes in the newly-allocated string, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + +/** + * Seeds the pseudo-random number generator. + * + * Reusing the seed number will cause SDL_rand() to repeat the same stream of + * 'random' numbers. + * + * \param seed the value to use as a random number seed, or 0 to use + * SDL_GetPerformanceCounter(). + * + * \threadsafety This should be called on the same thread that calls + * SDL_rand() + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand + * \sa SDL_rand_bits + * \sa SDL_randf + */ +extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed); + +/** + * Generate a pseudo-random number less than n for positive n + * + * The method used is faster and of better quality than `rand() % n`. Odds are + * roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and + * much worse as n gets bigger. + * + * Example: to simulate a d6 use `SDL_rand(6) + 1` The +1 converts 0..5 to + * 1..6 + * + * If you want to generate a pseudo-random number in the full range of Sint32, + * you should use: (Sint32)SDL_rand_bits() + * + * If you want reproducible output, be sure to initialize with SDL_srand() + * first. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param n the number of possible outcomes. n must be positive. + * \returns a random value in the range of [0 .. n-1]. + * + * \threadsafety All calls should be made from a single thread + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_srand + * \sa SDL_randf + */ +extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand(Sint32 n); + +/** + * Generate a uniform pseudo-random floating point number less than 1.0 + * + * If you want reproducible output, be sure to initialize with SDL_srand() + * first. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \returns a random value in the range of [0.0, 1.0). + * + * \threadsafety All calls should be made from a single thread + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_srand + * \sa SDL_rand + */ +extern SDL_DECLSPEC float SDLCALL SDL_randf(void); + +/** + * Generate 32 pseudo-random bits. + * + * You likely want to use SDL_rand() to get a psuedo-random number instead. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \returns a random value in the range of [0-SDL_MAX_UINT32]. + * + * \threadsafety All calls should be made from a single thread + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand + * \sa SDL_randf + * \sa SDL_srand + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits(void); + +/** + * Generate a pseudo-random number less than n for positive n + * + * The method used is faster and of better quality than `rand() % n`. Odds are + * roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and + * much worse as n gets bigger. + * + * Example: to simulate a d6 use `SDL_rand_r(state, 6) + 1` The +1 converts + * 0..5 to 1..6 + * + * If you want to generate a pseudo-random number in the full range of Sint32, + * you should use: (Sint32)SDL_rand_bits_r(state) + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param state a pointer to the current random number state, this may not be + * NULL. + * \param n the number of possible outcomes. n must be positive. + * \returns a random value in the range of [0 .. n-1]. + * + * \threadsafety This function is thread-safe, as long as the state pointer + * isn't shared between threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand + * \sa SDL_rand_bits_r + * \sa SDL_randf_r + */ +extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_r(Uint64 *state, Sint32 n); + +/** + * Generate a uniform pseudo-random floating point number less than 1.0 + * + * If you want reproducible output, be sure to initialize with SDL_srand() + * first. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param state a pointer to the current random number state, this may not be + * NULL. + * \returns a random value in the range of [0.0, 1.0). + * + * \threadsafety This function is thread-safe, as long as the state pointer + * isn't shared between threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand_bits_r + * \sa SDL_rand_r + * \sa SDL_randf + */ +extern SDL_DECLSPEC float SDLCALL SDL_randf_r(Uint64 *state); + +/** + * Generate 32 pseudo-random bits. + * + * You likely want to use SDL_rand_r() to get a psuedo-random number instead. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param state a pointer to the current random number state, this may not be + * NULL. + * \returns a random value in the range of [0-SDL_MAX_UINT32]. + * + * \threadsafety This function is thread-safe, as long as the state pointer + * isn't shared between threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand_r + * \sa SDL_randf_r + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state); + +#ifndef SDL_PI_D + +/** + * The value of Pi, as a double-precision floating point literal. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PI_F + */ +#define SDL_PI_D 3.141592653589793238462643383279502884 /**< pi (double) */ +#endif + +#ifndef SDL_PI_F + +/** + * The value of Pi, as a single-precision floating point literal. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PI_D + */ +#define SDL_PI_F 3.141592653589793238462643383279502884F /**< pi (float) */ +#endif + +/** + * Compute the arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * This function operates on double-precision floating point values, use + * SDL_acosf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc cosine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_acosf + * \sa SDL_asin + * \sa SDL_cos + */ +extern SDL_DECLSPEC double SDLCALL SDL_acos(double x); + +/** + * Compute the arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * This function operates on single-precision floating point values, use + * SDL_acos for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc cosine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_acos + * \sa SDL_asinf + * \sa SDL_cosf + */ +extern SDL_DECLSPEC float SDLCALL SDL_acosf(float x); + +/** + * Compute the arc sine of `x`. + * + * The definition of `y = asin(x)` is `x = sin(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on double-precision floating point values, use + * SDL_asinf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc sine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_asinf + * \sa SDL_acos + * \sa SDL_sin + */ +extern SDL_DECLSPEC double SDLCALL SDL_asin(double x); + +/** + * Compute the arc sine of `x`. + * + * The definition of `y = asin(x)` is `x = sin(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on single-precision floating point values, use + * SDL_asin for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc sine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_asin + * \sa SDL_acosf + * \sa SDL_sinf + */ +extern SDL_DECLSPEC float SDLCALL SDL_asinf(float x); + +/** + * Compute the arc tangent of `x`. + * + * The definition of `y = atan(x)` is `x = tan(y)`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on double-precision floating point values, use + * SDL_atanf for single-precision floats. + * + * To calculate the arc tangent of y / x, use SDL_atan2. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc tangent of of `x` in radians, or 0 if `x = 0`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atanf + * \sa SDL_atan2 + * \sa SDL_tan + */ +extern SDL_DECLSPEC double SDLCALL SDL_atan(double x); + +/** + * Compute the arc tangent of `x`. + * + * The definition of `y = atan(x)` is `x = tan(y)`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on single-precision floating point values, use + * SDL_atan for dboule-precision floats. + * + * To calculate the arc tangent of y / x, use SDL_atan2f. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc tangent of of `x` in radians, or 0 if `x = 0`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atan + * \sa SDL_atan2f + * \sa SDL_tanf + */ +extern SDL_DECLSPEC float SDLCALL SDL_atanf(float x); + +/** + * Compute the arc tangent of `y / x`, using the signs of x and y to adjust + * the result's quadrant. + * + * The definition of `z = atan2(x, y)` is `y = x tan(z)`, where the quadrant + * of z is determined based on the signs of x and y. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on double-precision floating point values, use + * SDL_atan2f for single-precision floats. + * + * To calculate the arc tangent of a single value, use SDL_atan. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param y floating point value of the numerator (y coordinate). + * \param x floating point value of the denominator (x coordinate). + * \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either + * `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atan2f + * \sa SDL_atan + * \sa SDL_tan + */ +extern SDL_DECLSPEC double SDLCALL SDL_atan2(double y, double x); + +/** + * Compute the arc tangent of `y / x`, using the signs of x and y to adjust + * the result's quadrant. + * + * The definition of `z = atan2(x, y)` is `y = x tan(z)`, where the quadrant + * of z is determined based on the signs of x and y. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on single-precision floating point values, use + * SDL_atan2 for double-precision floats. + * + * To calculate the arc tangent of a single value, use SDL_atanf. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param y floating point value of the numerator (y coordinate). + * \param x floating point value of the denominator (x coordinate). + * \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either + * `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atan2 + * \sa SDL_atan + * \sa SDL_tan + */ +extern SDL_DECLSPEC float SDLCALL SDL_atan2f(float y, float x); + +/** + * Compute the ceiling of `x`. + * + * The ceiling of `x` is the smallest integer `y` such that `y > x`, i.e `x` + * rounded up to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_ceilf for single-precision floats. + * + * \param x floating point value. + * \returns the ceiling of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ceilf + * \sa SDL_floor + * \sa SDL_trunc + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_ceil(double x); + +/** + * Compute the ceiling of `x`. + * + * The ceiling of `x` is the smallest integer `y` such that `y > x`, i.e `x` + * rounded up to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_ceil for double-precision floats. + * + * \param x floating point value. + * \returns the ceiling of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ceil + * \sa SDL_floorf + * \sa SDL_truncf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_ceilf(float x); + +/** + * Copy the sign of one floating-point value to another. + * + * The definition of copysign is that ``copysign(x, y) = abs(x) * sign(y)``. + * + * Domain: `-INF <= x <= INF`, ``-INF <= y <= f`` + * + * Range: `-INF <= z <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_copysignf for single-precision floats. + * + * \param x floating point value to use as the magnitude. + * \param y floating point value to use as the sign. + * \returns the floating point value with the sign of y and the magnitude of + * x. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_copysignf + * \sa SDL_fabs + */ +extern SDL_DECLSPEC double SDLCALL SDL_copysign(double x, double y); + +/** + * Copy the sign of one floating-point value to another. + * + * The definition of copysign is that ``copysign(x, y) = abs(x) * sign(y)``. + * + * Domain: `-INF <= x <= INF`, ``-INF <= y <= f`` + * + * Range: `-INF <= z <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_copysign for double-precision floats. + * + * \param x floating point value to use as the magnitude. + * \param y floating point value to use as the sign. + * \returns the floating point value with the sign of y and the magnitude of + * x. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_copysign + * \sa SDL_fabsf + */ +extern SDL_DECLSPEC float SDLCALL SDL_copysignf(float x, float y); + +/** + * Compute the cosine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on double-precision floating point values, use + * SDL_cosf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns cosine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_cosf + * \sa SDL_acos + * \sa SDL_sin + */ +extern SDL_DECLSPEC double SDLCALL SDL_cos(double x); + +/** + * Compute the cosine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on single-precision floating point values, use + * SDL_cos for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns cosine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_cos + * \sa SDL_acosf + * \sa SDL_sinf + */ +extern SDL_DECLSPEC float SDLCALL SDL_cosf(float x); + +/** + * Compute the exponential of `x`. + * + * The definition of `y = exp(x)` is `y = e^x`, where `e` is the base of the + * natural logarithm. The inverse is the natural logarithm, SDL_log. + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * The output will overflow if `exp(x)` is too large to be represented. + * + * This function operates on double-precision floating point values, use + * SDL_expf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns value of `e^x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_expf + * \sa SDL_log + */ +extern SDL_DECLSPEC double SDLCALL SDL_exp(double x); + +/** + * Compute the exponential of `x`. + * + * The definition of `y = exp(x)` is `y = e^x`, where `e` is the base of the + * natural logarithm. The inverse is the natural logarithm, SDL_logf. + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * The output will overflow if `exp(x)` is too large to be represented. + * + * This function operates on single-precision floating point values, use + * SDL_exp for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns value of `e^x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_exp + * \sa SDL_logf + */ +extern SDL_DECLSPEC float SDLCALL SDL_expf(float x); + +/** + * Compute the absolute value of `x` + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_fabsf for single-precision floats. + * + * \param x floating point value to use as the magnitude. + * \returns the absolute value of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fabsf + */ +extern SDL_DECLSPEC double SDLCALL SDL_fabs(double x); + +/** + * Compute the absolute value of `x` + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_fabs for double-precision floats. + * + * \param x floating point value to use as the magnitude. + * \returns the absolute value of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fabs + */ +extern SDL_DECLSPEC float SDLCALL SDL_fabsf(float x); + +/** + * Compute the floor of `x`. + * + * The floor of `x` is the largest integer `y` such that `y > x`, i.e `x` + * rounded down to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_floorf for single-precision floats. + * + * \param x floating point value. + * \returns the floor of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_floorf + * \sa SDL_ceil + * \sa SDL_trunc + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_floor(double x); + +/** + * Compute the floor of `x`. + * + * The floor of `x` is the largest integer `y` such that `y > x`, i.e `x` + * rounded down to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_floor for double-precision floats. + * + * \param x floating point value. + * \returns the floor of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_floor + * \sa SDL_ceilf + * \sa SDL_truncf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_floorf(float x); + +/** + * Truncate `x` to an integer. + * + * Rounds `x` to the next closest integer to 0. This is equivalent to removing + * the fractional part of `x`, leaving only the integer part. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_truncf for single-precision floats. + * + * \param x floating point value. + * \returns `x` truncated to an integer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_truncf + * \sa SDL_fmod + * \sa SDL_ceil + * \sa SDL_floor + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_trunc(double x); + +/** + * Truncate `x` to an integer. + * + * Rounds `x` to the next closest integer to 0. This is equivalent to removing + * the fractional part of `x`, leaving only the integer part. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_trunc for double-precision floats. + * + * \param x floating point value. + * \returns `x` truncated to an integer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_trunc + * \sa SDL_fmodf + * \sa SDL_ceilf + * \sa SDL_floorf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_truncf(float x); + +/** + * Return the floating-point remainder of `x / y` + * + * Divides `x` by `y`, and returns the remainder. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF`, `y != 0` + * + * Range: `-y <= z <= y` + * + * This function operates on double-precision floating point values, use + * SDL_fmodf for single-precision floats. + * + * \param x the numerator. + * \param y the denominator. Must not be 0. + * \returns the remainder of `x / y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fmodf + * \sa SDL_modf + * \sa SDL_trunc + * \sa SDL_ceil + * \sa SDL_floor + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_fmod(double x, double y); + +/** + * Return the floating-point remainder of `x / y` + * + * Divides `x` by `y`, and returns the remainder. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF`, `y != 0` + * + * Range: `-y <= z <= y` + * + * This function operates on single-precision floating point values, use + * SDL_fmod for double-precision floats. + * + * \param x the numerator. + * \param y the denominator. Must not be 0. + * \returns the remainder of `x / y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fmod + * \sa SDL_truncf + * \sa SDL_modff + * \sa SDL_ceilf + * \sa SDL_floorf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_fmodf(float x, float y); + +/** + * Return whether the value is infinity. + * + * \param x double-precision floating point value. + * \returns non-zero if the value is infinity, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isinff + */ +extern SDL_DECLSPEC int SDLCALL SDL_isinf(double x); + +/** + * Return whether the value is infinity. + * + * \param x floating point value. + * \returns non-zero if the value is infinity, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isinf + */ +extern SDL_DECLSPEC int SDLCALL SDL_isinff(float x); + +/** + * Return whether the value is NaN. + * + * \param x double-precision floating point value. + * \returns non-zero if the value is NaN, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isnanf + */ +extern SDL_DECLSPEC int SDLCALL SDL_isnan(double x); + +/** + * Return whether the value is NaN. + * + * \param x floating point value. + * \returns non-zero if the value is NaN, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isnan + */ +extern SDL_DECLSPEC int SDLCALL SDL_isnanf(float x); + +/** + * Compute the natural logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on double-precision floating point values, use + * SDL_logf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the natural logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_logf + * \sa SDL_log10 + * \sa SDL_exp + */ +extern SDL_DECLSPEC double SDLCALL SDL_log(double x); + +/** + * Compute the natural logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on single-precision floating point values, use + * SDL_log for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the natural logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_log + * \sa SDL_expf + */ +extern SDL_DECLSPEC float SDLCALL SDL_logf(float x); + +/** + * Compute the base-10 logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on double-precision floating point values, use + * SDL_log10f for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_log10f + * \sa SDL_log + * \sa SDL_pow + */ +extern SDL_DECLSPEC double SDLCALL SDL_log10(double x); + +/** + * Compute the base-10 logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on single-precision floating point values, use + * SDL_log10 for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_log10 + * \sa SDL_logf + * \sa SDL_powf + */ +extern SDL_DECLSPEC float SDLCALL SDL_log10f(float x); + +/** + * Split `x` into integer and fractional parts + * + * This function operates on double-precision floating point values, use + * SDL_modff for single-precision floats. + * + * \param x floating point value. + * \param y output pointer to store the integer part of `x`. + * \returns the fractional part of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_modff + * \sa SDL_trunc + * \sa SDL_fmod + */ +extern SDL_DECLSPEC double SDLCALL SDL_modf(double x, double *y); + +/** + * Split `x` into integer and fractional parts + * + * This function operates on single-precision floating point values, use + * SDL_modf for double-precision floats. + * + * \param x floating point value. + * \param y output pointer to store the integer part of `x`. + * \returns the fractional part of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_modf + * \sa SDL_truncf + * \sa SDL_fmodf + */ +extern SDL_DECLSPEC float SDLCALL SDL_modff(float x, float *y); + +/** + * Raise `x` to the power `y` + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-INF <= z <= INF` + * + * If `y` is the base of the natural logarithm (e), consider using SDL_exp + * instead. + * + * This function operates on double-precision floating point values, use + * SDL_powf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x the base. + * \param y the exponent. + * \returns `x` raised to the power `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_powf + * \sa SDL_exp + * \sa SDL_log + */ +extern SDL_DECLSPEC double SDLCALL SDL_pow(double x, double y); + +/** + * Raise `x` to the power `y` + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-INF <= z <= INF` + * + * If `y` is the base of the natural logarithm (e), consider using SDL_exp + * instead. + * + * This function operates on single-precision floating point values, use + * SDL_pow for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x the base. + * \param y the exponent. + * \returns `x` raised to the power `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_pow + * \sa SDL_expf + * \sa SDL_logf + */ +extern SDL_DECLSPEC float SDLCALL SDL_powf(float x, float y); + +/** + * Round `x` to the nearest integer. + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_roundf for single-precision floats. To get the result as an integer + * type, use SDL_lround. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_roundf + * \sa SDL_lround + * \sa SDL_floor + * \sa SDL_ceil + * \sa SDL_trunc + */ +extern SDL_DECLSPEC double SDLCALL SDL_round(double x); + +/** + * Round `x` to the nearest integer. + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_round for double-precision floats. To get the result as an integer + * type, use SDL_lroundf. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_round + * \sa SDL_lroundf + * \sa SDL_floorf + * \sa SDL_ceilf + * \sa SDL_truncf + */ +extern SDL_DECLSPEC float SDLCALL SDL_roundf(float x); + +/** + * Round `x` to the nearest integer representable as a long + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `MIN_LONG <= y <= MAX_LONG` + * + * This function operates on double-precision floating point values, use + * SDL_lroundf for single-precision floats. To get the result as a + * floating-point type, use SDL_round. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_lroundf + * \sa SDL_round + * \sa SDL_floor + * \sa SDL_ceil + * \sa SDL_trunc + */ +extern SDL_DECLSPEC long SDLCALL SDL_lround(double x); + +/** + * Round `x` to the nearest integer representable as a long + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `MIN_LONG <= y <= MAX_LONG` + * + * This function operates on single-precision floating point values, use + * SDL_lround for double-precision floats. To get the result as a + * floating-point type, use SDL_roundf. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_lround + * \sa SDL_roundf + * \sa SDL_floorf + * \sa SDL_ceilf + * \sa SDL_truncf + */ +extern SDL_DECLSPEC long SDLCALL SDL_lroundf(float x); + +/** + * Scale `x` by an integer power of two. + * + * Multiplies `x` by the `n`th power of the floating point radix (always 2). + * + * Domain: `-INF <= x <= INF`, `n` integer + * + * Range: `-INF <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_scalbnf for single-precision floats. + * + * \param x floating point value to be scaled. + * \param n integer exponent. + * \returns `x * 2^n`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_scalbnf + * \sa SDL_pow + */ +extern SDL_DECLSPEC double SDLCALL SDL_scalbn(double x, int n); + +/** + * Scale `x` by an integer power of two. + * + * Multiplies `x` by the `n`th power of the floating point radix (always 2). + * + * Domain: `-INF <= x <= INF`, `n` integer + * + * Range: `-INF <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_scalbn for double-precision floats. + * + * \param x floating point value to be scaled. + * \param n integer exponent. + * \returns `x * 2^n`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_scalbn + * \sa SDL_powf + */ +extern SDL_DECLSPEC float SDLCALL SDL_scalbnf(float x, int n); + +/** + * Compute the sine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on double-precision floating point values, use + * SDL_sinf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns sine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sinf + * \sa SDL_asin + * \sa SDL_cos + */ +extern SDL_DECLSPEC double SDLCALL SDL_sin(double x); + +/** + * Compute the sine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on single-precision floating point values, use + * SDL_sin for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns sine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sin + * \sa SDL_asinf + * \sa SDL_cosf + */ +extern SDL_DECLSPEC float SDLCALL SDL_sinf(float x); + +/** + * Compute the square root of `x`. + * + * Domain: `0 <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_sqrtf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than or equal to 0. + * \returns square root of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sqrtf + */ +extern SDL_DECLSPEC double SDLCALL SDL_sqrt(double x); + +/** + * Compute the square root of `x`. + * + * Domain: `0 <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_sqrt for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than or equal to 0. + * \returns square root of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sqrt + */ +extern SDL_DECLSPEC float SDLCALL SDL_sqrtf(float x); + +/** + * Compute the tangent of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_tanf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns tangent of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_tanf + * \sa SDL_sin + * \sa SDL_cos + * \sa SDL_atan + * \sa SDL_atan2 + */ +extern SDL_DECLSPEC double SDLCALL SDL_tan(double x); + +/** + * Compute the tangent of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_tan for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns tangent of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_tan + * \sa SDL_sinf + * \sa SDL_cosf + * \sa SDL_atanf + * \sa SDL_atan2f + */ +extern SDL_DECLSPEC float SDLCALL SDL_tanf(float x); + +/** + * An opaque handle representing string encoding conversion state. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_iconv_open + */ +typedef struct SDL_iconv_data_t *SDL_iconv_t; + +/** + * This function allocates a context for the specified character set + * conversion. + * + * \param tocode The target character encoding, must not be NULL. + * \param fromcode The source character encoding, must not be NULL. + * \returns a handle that must be freed with SDL_iconv_close, or + * SDL_ICONV_ERROR on failure. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv + * \sa SDL_iconv_close + * \sa SDL_iconv_string + */ +extern SDL_DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode, + const char *fromcode); + +/** + * This function frees a context used for character set conversion. + * + * \param cd The character set conversion handle. + * \returns 0 on success, or -1 on failure. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv + * \sa SDL_iconv_open + * \sa SDL_iconv_string + */ +extern SDL_DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); + +/** + * This function converts text between encodings, reading from and writing to + * a buffer. + * + * It returns the number of succesful conversions on success. On error, + * SDL_ICONV_E2BIG is returned when the output buffer is too small, or + * SDL_ICONV_EILSEQ is returned when an invalid input sequence is encountered, + * or SDL_ICONV_EINVAL is returned when an incomplete input sequence is + * encountered. + * + * On exit: + * + * - inbuf will point to the beginning of the next multibyte sequence. On + * error, this is the location of the problematic input sequence. On + * success, this is the end of the input sequence. + * - inbytesleft will be set to the number of bytes left to convert, which + * will be 0 on success. + * - outbuf will point to the location where to store the next output byte. + * - outbytesleft will be set to the number of bytes left in the output + * buffer. + * + * \param cd The character set conversion context, created in + * SDL_iconv_open(). + * \param inbuf Address of variable that points to the first character of the + * input sequence. + * \param inbytesleft The number of bytes in the input buffer. + * \param outbuf Address of variable that points to the output buffer. + * \param outbytesleft The number of bytes in the output buffer. + * \returns the number of conversions on success, or a negative error code. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv_open + * \sa SDL_iconv_close + * \sa SDL_iconv_string + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, + size_t *inbytesleft, char **outbuf, + size_t *outbytesleft); + +#define SDL_ICONV_ERROR (size_t)-1 /**< Generic error. Check SDL_GetError()? */ +#define SDL_ICONV_E2BIG (size_t)-2 /**< Output buffer was too small. */ +#define SDL_ICONV_EILSEQ (size_t)-3 /**< Invalid input sequence was encountered. */ +#define SDL_ICONV_EINVAL (size_t)-4 /**< Incomplete input sequence was encountered. */ + + +/** + * Helper function to convert a string's encoding in one call. + * + * This function converts a buffer or string between encodings in one pass. + * + * The string does not need to be NULL-terminated; this function operates on + * the number of bytes specified in `inbytesleft` whether there is a NULL + * character anywhere in the buffer. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param tocode the character encoding of the output string. Examples are + * "UTF-8", "UCS-4", etc. + * \param fromcode the character encoding of data in `inbuf`. + * \param inbuf the string to convert to a different encoding. + * \param inbytesleft the size of the input string _in bytes_. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv_open + * \sa SDL_iconv_close + * \sa SDL_iconv + */ +extern SDL_DECLSPEC char * SDLCALL SDL_iconv_string(const char *tocode, + const char *fromcode, + const char *inbuf, + size_t inbytesleft); + +/* Some helper macros for common SDL_iconv_string cases... */ + +/** + * Convert a UTF-8 string to the current locale's character encoding. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) + +/** + * Convert a UTF-8 string to UCS-2. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1) + +/** + * Convert a UTF-8 string to UCS-4. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1) + +/** + * Convert a wchar_t string to UTF-8. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) + + +/* force builds using Clang's static analysis tools to use literal C runtime + here, since there are possibly tests that are ineffective otherwise. */ +#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS) + +/* The analyzer knows about strlcpy even when the system doesn't provide it */ +#if !defined(HAVE_STRLCPY) && !defined(strlcpy) +size_t strlcpy(char *dst, const char *src, size_t size); +#endif + +/* The analyzer knows about strlcat even when the system doesn't provide it */ +#if !defined(HAVE_STRLCAT) && !defined(strlcat) +size_t strlcat(char *dst, const char *src, size_t size); +#endif + +#if !defined(HAVE_WCSLCPY) && !defined(wcslcpy) +size_t wcslcpy(wchar_t *dst, const wchar_t *src, size_t size); +#endif + +#if !defined(HAVE_WCSLCAT) && !defined(wcslcat) +size_t wcslcat(wchar_t *dst, const wchar_t *src, size_t size); +#endif + +/* strdup is not ANSI but POSIX, and its prototype might be hidden... */ +char *strdup(const char *str); + +/* Starting LLVM 16, the analyser errors out if these functions do not have + their prototype defined (clang-diagnostic-implicit-function-declaration) */ +#include +#include + +#define SDL_malloc malloc +#define SDL_calloc calloc +#define SDL_realloc realloc +#define SDL_free free +#ifndef SDL_memcpy +#define SDL_memcpy memcpy +#endif +#ifndef SDL_memmove +#define SDL_memmove memmove +#endif +#ifndef SDL_memset +#define SDL_memset memset +#endif +#define SDL_memcmp memcmp +#define SDL_strlcpy strlcpy +#define SDL_strlcat strlcat +#define SDL_strlen strlen +#define SDL_wcslen wcslen +#define SDL_wcslcpy wcslcpy +#define SDL_wcslcat wcslcat +#define SDL_strdup strdup +#define SDL_wcsdup wcsdup +#define SDL_strchr strchr +#define SDL_strrchr strrchr +#define SDL_strstr strstr +#define SDL_wcsstr wcsstr +#define SDL_strtok_r strtok_r +#define SDL_strcmp strcmp +#define SDL_wcscmp wcscmp +#define SDL_strncmp strncmp +#define SDL_wcsncmp wcsncmp +#define SDL_strcasecmp strcasecmp +#define SDL_strncasecmp strncasecmp +#define SDL_strpbrk strpbrk +#define SDL_sscanf sscanf +#define SDL_vsscanf vsscanf +#define SDL_snprintf snprintf +#define SDL_vsnprintf vsnprintf +#endif + +/** + * Multiply two integers, checking for overflow. + * + * If `a * b` would overflow, return false. + * + * Otherwise store `a * b` via ret and return true. + * + * \param a the multiplicand. + * \param b the multiplier. + * \param ret on non-overflow output, stores the multiplication result, may + * not be NULL. + * \returns false on overflow, true if result is multiplied without overflow. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_size_mul_check_overflow(size_t a, size_t b, size_t *ret) +{ + if (a != 0 && b > SDL_SIZE_MAX / a) { + return false; + } + *ret = a * b; + return true; +} + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if SDL_HAS_BUILTIN(__builtin_mul_overflow) +/* This needs to be wrapped in an inline rather than being a direct #define, + * because __builtin_mul_overflow() is type-generic, but we want to be + * consistent about interpreting a and b as size_t. */ +SDL_FORCE_INLINE bool SDL_size_mul_check_overflow_builtin(size_t a, size_t b, size_t *ret) +{ + return (__builtin_mul_overflow(a, b, ret) == 0); +} +#define SDL_size_mul_check_overflow(a, b, ret) SDL_size_mul_check_overflow_builtin(a, b, ret) +#endif +#endif + +/** + * Add two integers, checking for overflow. + * + * If `a + b` would overflow, return false. + * + * Otherwise store `a + b` via ret and return true. + * + * \param a the first addend. + * \param b the second addend. + * \param ret on non-overflow output, stores the addition result, may not be + * NULL. + * \returns false on overflow, true if result is added without overflow. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_size_add_check_overflow(size_t a, size_t b, size_t *ret) +{ + if (b > SDL_SIZE_MAX - a) { + return false; + } + *ret = a + b; + return true; +} + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if SDL_HAS_BUILTIN(__builtin_add_overflow) +/* This needs to be wrapped in an inline rather than being a direct #define, + * the same as the call to __builtin_mul_overflow() above. */ +SDL_FORCE_INLINE bool SDL_size_add_check_overflow_builtin(size_t a, size_t b, size_t *ret) +{ + return (__builtin_add_overflow(a, b, ret) == 0); +} +#define SDL_size_add_check_overflow(a, b, ret) SDL_size_add_check_overflow_builtin(a, b, ret) +#endif +#endif + +/* This is a generic function pointer which should be cast to the type you expect */ +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A generic function pointer. + * + * In theory, generic function pointers should use this, instead of `void *`, + * since some platforms could treat code addresses differently than data + * addresses. Although in current times no popular platforms make this + * distinction, it is more correct and portable to use the correct type for a + * generic pointer. + * + * If for some reason you need to force this typedef to be an actual `void *`, + * perhaps to work around a compiler or existing code, you can define + * `SDL_FUNCTION_POINTER_IS_VOID_POINTER` before including any SDL headers. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void (*SDL_FunctionPointer)(void); +#elif defined(SDL_FUNCTION_POINTER_IS_VOID_POINTER) +typedef void *SDL_FunctionPointer; +#else +typedef void (*SDL_FunctionPointer)(void); +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_stdinc_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_storage.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_storage.h new file mode 100644 index 0000000..6837eba --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_storage.h @@ -0,0 +1,682 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryStorage + * + * The storage API is a high-level API designed to abstract away the + * portability issues that come up when using something lower-level (in SDL's + * case, this sits on top of the [Filesystem](CategoryFilesystem) and + * [IOStream](CategoryIOStream) subsystems). It is significantly more + * restrictive than a typical filesystem API, for a number of reasons: + * + * 1. **What to Access:** A common pitfall with existing filesystem APIs is + * the assumption that all storage is monolithic. However, many other + * platforms (game consoles in particular) are more strict about what _type_ + * of filesystem is being accessed; for example, game content and user data + * are usually two separate storage devices with entirely different + * characteristics (and possibly different low-level APIs altogether!). + * + * 2. **How to Access:** Another common mistake is applications assuming that + * all storage is universally writeable - again, many platforms treat game + * content and user data as two separate storage devices, and only user data + * is writeable while game content is read-only. + * + * 3. **When to Access:** The most common portability issue with filesystem + * access is _timing_ - you cannot always assume that the storage device is + * always accessible all of the time, nor can you assume that there are no + * limits to how long you have access to a particular device. + * + * Consider the following example: + * + * ```c + * void ReadGameData(void) + * { + * extern char** fileNames; + * extern size_t numFiles; + * for (size_t i = 0; i < numFiles; i += 1) { + * FILE *data = fopen(fileNames[i], "rwb"); + * if (data == NULL) { + * // Something bad happened! + * } else { + * // A bunch of stuff happens here + * fclose(data); + * } + * } + * } + * + * void ReadSave(void) + * { + * FILE *save = fopen("saves/save0.sav", "rb"); + * if (save == NULL) { + * // Something bad happened! + * } else { + * // A bunch of stuff happens here + * fclose(save); + * } + * } + * + * void WriteSave(void) + * { + * FILE *save = fopen("saves/save0.sav", "wb"); + * if (save == NULL) { + * // Something bad happened! + * } else { + * // A bunch of stuff happens here + * fclose(save); + * } + * } + * ``` + * + * Going over the bullet points again: + * + * 1. **What to Access:** This code accesses a global filesystem; game data + * and saves are all presumed to be in the current working directory (which + * may or may not be the game's installation folder!). + * + * 2. **How to Access:** This code assumes that content paths are writeable, + * and that save data is also writeable despite being in the same location as + * the game data. + * + * 3. **When to Access:** This code assumes that they can be called at any + * time, since the filesystem is always accessible and has no limits on how + * long the filesystem is being accessed. + * + * Due to these assumptions, the filesystem code is not portable and will fail + * under these common scenarios: + * + * - The game is installed on a device that is read-only, both content loading + * and game saves will fail or crash outright + * - Game/User storage is not implicitly mounted, so no files will be found + * for either scenario when a platform requires explicitly mounting + * filesystems + * - Save data may not be safe since the I/O is not being flushed or + * validated, so an error occurring elsewhere in the program may result in + * missing/corrupted save data + * + * When using SDL_Storage, these types of problems are virtually impossible to + * trip over: + * + * ```c + * void ReadGameData(void) + * { + * extern char** fileNames; + * extern size_t numFiles; + * + * SDL_Storage *title = SDL_OpenTitleStorage(NULL, 0); + * if (title == NULL) { + * // Something bad happened! + * } + * while (!SDL_StorageReady(title)) { + * SDL_Delay(1); + * } + * + * for (size_t i = 0; i < numFiles; i += 1) { + * void* dst; + * Uint64 dstLen = 0; + * + * if (SDL_GetStorageFileSize(title, fileNames[i], &dstLen) && dstLen > 0) { + * dst = SDL_malloc(dstLen); + * if (SDL_ReadStorageFile(title, fileNames[i], dst, dstLen)) { + * // A bunch of stuff happens here + * } else { + * // Something bad happened! + * } + * SDL_free(dst); + * } else { + * // Something bad happened! + * } + * } + * + * SDL_CloseStorage(title); + * } + * + * void ReadSave(void) + * { + * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0); + * if (user == NULL) { + * // Something bad happened! + * } + * while (!SDL_StorageReady(user)) { + * SDL_Delay(1); + * } + * + * Uint64 saveLen = 0; + * if (SDL_GetStorageFileSize(user, "save0.sav", &saveLen) && saveLen > 0) { + * void* dst = SDL_malloc(saveLen); + * if (SDL_ReadStorageFile(user, "save0.sav", dst, saveLen)) { + * // A bunch of stuff happens here + * } else { + * // Something bad happened! + * } + * SDL_free(dst); + * } else { + * // Something bad happened! + * } + * + * SDL_CloseStorage(user); + * } + * + * void WriteSave(void) + * { + * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0); + * if (user == NULL) { + * // Something bad happened! + * } + * while (!SDL_StorageReady(user)) { + * SDL_Delay(1); + * } + * + * extern void *saveData; // A bunch of stuff happened here... + * extern Uint64 saveLen; + * if (!SDL_WriteStorageFile(user, "save0.sav", saveData, saveLen)) { + * // Something bad happened! + * } + * + * SDL_CloseStorage(user); + * } + * ``` + * + * Note the improvements that SDL_Storage makes: + * + * 1. **What to Access:** This code explicitly reads from a title or user + * storage device based on the context of the function. + * + * 2. **How to Access:** This code explicitly uses either a read or write + * function based on the context of the function. + * + * 3. **When to Access:** This code explicitly opens the device when it needs + * to, and closes it when it is finished working with the filesystem. + * + * The result is an application that is significantly more robust against the + * increasing demands of platforms and their filesystems! + * + * A publicly available example of an SDL_Storage backend is the + * [Steam Cloud](https://partner.steamgames.com/doc/features/cloud) + * backend - you can initialize Steamworks when starting the program, and then + * SDL will recognize that Steamworks is initialized and automatically use + * ISteamRemoteStorage when the application opens user storage. More + * importantly, when you _open_ storage it knows to begin a "batch" of + * filesystem operations, and when you _close_ storage it knows to end and + * flush the batch. This is used by Steam to support + * [Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670) + * ; users can save data on one PC, put the device to sleep, and then continue + * playing on another PC (and vice versa) with the save data fully + * synchronized across all devices, allowing for a seamless experience without + * having to do full restarts of the program. + * + * ## Notes on valid paths + * + * All paths in the Storage API use Unix-style path separators ('/'). Using a + * different path separator will not work, even if the underlying platform + * would otherwise accept it. This is to keep code using the Storage API + * portable between platforms and Storage implementations and simplify app + * code. + * + * Paths with relative directories ("." and "..") are forbidden by the Storage + * API. + * + * All valid UTF-8 strings (discounting the NULL terminator character and the + * '/' path separator) are usable for filenames, however, an underlying + * Storage implementation may not support particularly strange sequences and + * refuse to create files with those names, etc. + */ + +#ifndef SDL_storage_h_ +#define SDL_storage_h_ + +#include +#include +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Function interface for SDL_Storage. + * + * Apps that want to supply a custom implementation of SDL_Storage will fill + * in all the functions in this struct, and then pass it to SDL_OpenStorage to + * create a custom SDL_Storage object. + * + * It is not usually necessary to do this; SDL provides standard + * implementations for many things you might expect to do with an SDL_Storage. + * + * This structure should be initialized using SDL_INIT_INTERFACE() + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_INIT_INTERFACE + */ +typedef struct SDL_StorageInterface +{ + /* The version of this interface */ + Uint32 version; + + /* Called when the storage is closed */ + bool (SDLCALL *close)(void *userdata); + + /* Optional, returns whether the storage is currently ready for access */ + bool (SDLCALL *ready)(void *userdata); + + /* Enumerate a directory, optional for write-only storage */ + bool (SDLCALL *enumerate)(void *userdata, const char *path, SDL_EnumerateDirectoryCallback callback, void *callback_userdata); + + /* Get path information, optional for write-only storage */ + bool (SDLCALL *info)(void *userdata, const char *path, SDL_PathInfo *info); + + /* Read a file from storage, optional for write-only storage */ + bool (SDLCALL *read_file)(void *userdata, const char *path, void *destination, Uint64 length); + + /* Write a file to storage, optional for read-only storage */ + bool (SDLCALL *write_file)(void *userdata, const char *path, const void *source, Uint64 length); + + /* Create a directory, optional for read-only storage */ + bool (SDLCALL *mkdir)(void *userdata, const char *path); + + /* Remove a file or empty directory, optional for read-only storage */ + bool (SDLCALL *remove)(void *userdata, const char *path); + + /* Rename a path, optional for read-only storage */ + bool (SDLCALL *rename)(void *userdata, const char *oldpath, const char *newpath); + + /* Copy a file, optional for read-only storage */ + bool (SDLCALL *copy)(void *userdata, const char *oldpath, const char *newpath); + + /* Get the space remaining, optional for read-only storage */ + Uint64 (SDLCALL *space_remaining)(void *userdata); +} SDL_StorageInterface; + +/* Check the size of SDL_StorageInterface + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_StorageInterface_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_StorageInterface) == 48) || + (sizeof(void *) == 8 && sizeof(SDL_StorageInterface) == 96)); + +/** + * An abstract interface for filesystem access. + * + * This is an opaque datatype. One can create this object using standard SDL + * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create + * an object with a custom implementation using SDL_OpenStorage. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Storage SDL_Storage; + +/** + * Opens up a read-only container for the application's filesystem. + * + * \param override a path to override the backend's default title root. + * \param props a property list that may contain backend-specific information. + * \returns a title storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_OpenUserStorage + * \sa SDL_ReadStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenTitleStorage(const char *override, SDL_PropertiesID props); + +/** + * Opens up a container for a user's unique read/write filesystem. + * + * While title storage can generally be kept open throughout runtime, user + * storage should only be opened when the client is ready to read/write files. + * This allows the backend to properly batch file operations and flush them + * when the container has been closed; ensuring safe and optimal save I/O. + * + * \param org the name of your organization. + * \param app the name of your application. + * \param props a property list that may contain backend-specific information. + * \returns a user storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_OpenTitleStorage + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenUserStorage(const char *org, const char *app, SDL_PropertiesID props); + +/** + * Opens up a container for local filesystem storage. + * + * This is provided for development and tools. Portable applications should + * use SDL_OpenTitleStorage() for access to game data and + * SDL_OpenUserStorage() for access to user data. + * + * \param path the base path prepended to all storage paths, or NULL for no + * base path. + * \returns a filesystem storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_OpenTitleStorage + * \sa SDL_OpenUserStorage + * \sa SDL_ReadStorageFile + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenFileStorage(const char *path); + +/** + * Opens up a container using a client-provided storage interface. + * + * Applications do not need to use this function unless they are providing + * their own SDL_Storage implementation. If you just need an SDL_Storage, you + * should use the built-in implementations in SDL, like SDL_OpenTitleStorage() + * or SDL_OpenUserStorage(). + * + * This function makes a copy of `iface` and the caller does not need to keep + * it around after this call. + * + * \param iface the interface that implements this storage, initialized using + * SDL_INIT_INTERFACE(). + * \param userdata the pointer that will be passed to the interface functions. + * \returns a storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_INIT_INTERFACE + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenStorage(const SDL_StorageInterface *iface, void *userdata); + +/** + * Closes and frees a storage container. + * + * \param storage a storage container to close. + * \returns true if the container was freed with no errors, false otherwise; + * call SDL_GetError() for more information. Even if the function + * returns an error, the container data will be freed; the error is + * only for informational purposes. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenFileStorage + * \sa SDL_OpenStorage + * \sa SDL_OpenTitleStorage + * \sa SDL_OpenUserStorage + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CloseStorage(SDL_Storage *storage); + +/** + * Checks if the storage container is ready to use. + * + * This function should be called in regular intervals until it returns true - + * however, it is not recommended to spinwait on this call, as the backend may + * depend on a synchronous message loop. You might instead poll this in your + * game's main loop while processing events and drawing a loading screen. + * + * \param storage a storage container to query. + * \returns true if the container is ready, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StorageReady(SDL_Storage *storage); + +/** + * Query the size of a file within a storage container. + * + * \param storage a storage container to query. + * \param path the relative path of the file to query. + * \param length a pointer to be filled with the file's length. + * \returns true if the file could be queried or false on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetStorageFileSize(SDL_Storage *storage, const char *path, Uint64 *length); + +/** + * Synchronously read a file from a storage container into a client-provided + * buffer. + * + * The value of `length` must match the length of the file exactly; call + * SDL_GetStorageFileSize() to get this value. This behavior may be relaxed in + * a future release. + * + * \param storage a storage container to read from. + * \param path the relative path of the file to read. + * \param destination a client-provided buffer to read the file into. + * \param length the length of the destination buffer. + * \returns true if the file was read or false on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetStorageFileSize + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadStorageFile(SDL_Storage *storage, const char *path, void *destination, Uint64 length); + +/** + * Synchronously write a file from client memory into a storage container. + * + * \param storage a storage container to write to. + * \param path the relative path of the file to write. + * \param source a client-provided buffer to write from. + * \param length the length of the source buffer. + * \returns true if the file was written or false on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteStorageFile(SDL_Storage *storage, const char *path, const void *source, Uint64 length); + +/** + * Create a directory in a writable storage container. + * + * \param storage a storage container. + * \param path the path of the directory to create. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CreateStorageDirectory(SDL_Storage *storage, const char *path); + +/** + * Enumerate a directory in a storage container through a callback function. + * + * This function provides every directory entry through an app-provided + * callback, called once for each directory entry, until all results have been + * provided or the callback returns either SDL_ENUM_SUCCESS or + * SDL_ENUM_FAILURE. + * + * This will return false if there was a system problem in general, or if a + * callback returns SDL_ENUM_FAILURE. A successful return means a callback + * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries + * were enumerated. + * + * If `path` is NULL, this is treated as a request to enumerate the root of + * the storage container's tree. An empty string also works for this. + * + * \param storage a storage container. + * \param path the path of the directory to enumerate, or NULL for the root. + * \param callback a function that is called for each entry in the directory. + * \param userdata a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateStorageDirectory(SDL_Storage *storage, const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); + +/** + * Remove a file or an empty directory in a writable storage container. + * + * \param storage a storage container. + * \param path the path of the directory to enumerate. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RemoveStoragePath(SDL_Storage *storage, const char *path); + +/** + * Rename a file or directory in a writable storage container. + * + * \param storage a storage container. + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenameStoragePath(SDL_Storage *storage, const char *oldpath, const char *newpath); + +/** + * Copy a file in a writable storage container. + * + * \param storage a storage container. + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CopyStorageFile(SDL_Storage *storage, const char *oldpath, const char *newpath); + +/** + * Get information about a filesystem path in a storage container. + * + * \param storage a storage container. + * \param path the path to query. + * \param info a pointer filled in with information about the path, or NULL to + * check for the existence of a file. + * \returns true on success or false if the file doesn't exist, or another + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetStoragePathInfo(SDL_Storage *storage, const char *path, SDL_PathInfo *info); + +/** + * Queries the remaining space in a storage container. + * + * \param storage a storage container to query. + * \returns the amount of remaining space, in bytes. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetStorageSpaceRemaining(SDL_Storage *storage); + +/** + * Enumerate a directory tree, filtered by pattern, and return a list. + * + * Files are filtered out if they don't match the string in `pattern`, which + * may contain wildcard characters `*` (match everything) and `?` (match one + * character). If pattern is NULL, no filtering is done and all results are + * returned. Subdirectories are permitted, and are specified with a path + * separator of '/'. Wildcard characters `*` and `?` never match a path + * separator. + * + * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching + * case-insensitive. + * + * The returned array is always NULL-terminated, for your iterating + * convenience, but if `count` is non-NULL, on return it will contain the + * number of items in the array, not counting the NULL terminator. + * + * If `path` is NULL, this is treated as a request to enumerate the root of + * the storage container's tree. An empty string also works for this. + * + * \param storage a storage container. + * \param path the path of the directory to enumerate, or NULL for the root. + * \param pattern the pattern that files in the directory must match. Can be + * NULL. + * \param flags `SDL_GLOB_*` bitflags that affect this search. + * \param count on return, will be set to the number of items in the returned + * array. Can be NULL. + * \returns an array of strings on success or NULL on failure; call + * SDL_GetError() for more information. The caller should pass the + * returned pointer to SDL_free when done with it. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \threadsafety It is safe to call this function from any thread, assuming + * the `storage` object is thread-safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GlobStorageDirectory(SDL_Storage *storage, const char *path, const char *pattern, SDL_GlobFlags flags, int *count); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_storage_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_surface.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_surface.h new file mode 100644 index 0000000..7bff7cf --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_surface.h @@ -0,0 +1,1565 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategorySurface + * + * SDL surfaces are buffers of pixels in system RAM. These are useful for + * passing around and manipulating images that are not stored in GPU memory. + * + * SDL_Surface makes serious efforts to manage images in various formats, and + * provides a reasonable toolbox for transforming the data, including copying + * between surfaces, filling rectangles in the image data, etc. + * + * There is also a simple .bmp loader, SDL_LoadBMP(). SDL itself does not + * provide loaders for various other file formats, but there are several + * excellent external libraries that do, including its own satellite library, + * SDL_image: + * + * https://github.com/libsdl-org/SDL_image + */ + +#ifndef SDL_surface_h_ +#define SDL_surface_h_ + +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The flags on an SDL_Surface. + * + * These are generally considered read-only. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_SurfaceFlags; + +#define SDL_SURFACE_PREALLOCATED 0x00000001u /**< Surface uses preallocated pixel memory */ +#define SDL_SURFACE_LOCK_NEEDED 0x00000002u /**< Surface needs to be locked to access pixels */ +#define SDL_SURFACE_LOCKED 0x00000004u /**< Surface is currently locked */ +#define SDL_SURFACE_SIMD_ALIGNED 0x00000008u /**< Surface uses pixel memory allocated with SDL_aligned_alloc() */ + +/** + * Evaluates to true if the surface needs to be locked before access. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MUSTLOCK(S) (((S)->flags & SDL_SURFACE_LOCK_NEEDED) == SDL_SURFACE_LOCK_NEEDED) + +/** + * The scaling mode. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ScaleMode +{ + SDL_SCALEMODE_INVALID = -1, + SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */ + SDL_SCALEMODE_LINEAR /**< linear filtering */ +} SDL_ScaleMode; + +/** + * The flip mode. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_FlipMode +{ + SDL_FLIP_NONE, /**< Do not flip */ + SDL_FLIP_HORIZONTAL, /**< flip horizontally */ + SDL_FLIP_VERTICAL /**< flip vertically */ +} SDL_FlipMode; + +#ifndef SDL_INTERNAL + +/** + * A collection of pixels used in software blitting. + * + * Pixels are arranged in memory in rows, with the top row first. Each row + * occupies an amount of memory given by the pitch (sometimes known as the row + * stride in non-SDL APIs). + * + * Within each row, pixels are arranged from left to right until the width is + * reached. Each pixel occupies a number of bits appropriate for its format, + * with most formats representing each pixel as one or more whole bytes (in + * some indexed formats, instead multiple pixels are packed into each byte), + * and a byte order given by the format. After encoding all pixels, any + * remaining bytes to reach the pitch are used as padding to reach a desired + * alignment, and have undefined contents. + * + * When a surface holds YUV format data, the planes are assumed to be + * contiguous without padding between them, e.g. a 32x32 surface in NV12 + * format with a pitch of 32 would consist of 32x32 bytes of Y plane followed + * by 32x16 bytes of UV plane. + * + * When a surface holds MJPG format data, pixels points at the compressed JPEG + * image and pitch is the length of that data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateSurface + * \sa SDL_DestroySurface + */ +struct SDL_Surface +{ + SDL_SurfaceFlags flags; /**< The flags of the surface, read-only */ + SDL_PixelFormat format; /**< The format of the surface, read-only */ + int w; /**< The width of the surface, read-only. */ + int h; /**< The height of the surface, read-only. */ + int pitch; /**< The distance in bytes between rows of pixels, read-only */ + void *pixels; /**< A pointer to the pixels of the surface, the pixels are writeable if non-NULL */ + + int refcount; /**< Application reference count, used when freeing surface */ + + void *reserved; /**< Reserved for internal use */ +}; +#endif /* !SDL_INTERNAL */ + +typedef struct SDL_Surface SDL_Surface; + +/** + * Allocate a new surface with a specific pixel format. + * + * The pixels of the new surface are initialized to zero. + * + * \param width the width of the surface. + * \param height the height of the surface. + * \param format the SDL_PixelFormat for the new surface's pixel format. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSurfaceFrom + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_CreateSurface(int width, int height, SDL_PixelFormat format); + +/** + * Allocate a new surface with a specific pixel format and existing pixel + * data. + * + * No copy is made of the pixel data. Pixel data is not managed automatically; + * you must free the surface before you free the pixel data. + * + * Pitch is the offset in bytes from one row of pixels to the next, e.g. + * `width*4` for `SDL_PIXELFORMAT_RGBA8888`. + * + * You may pass NULL for pixels and 0 for pitch to create a surface that you + * will fill in with valid values later. + * + * \param width the width of the surface. + * \param height the height of the surface. + * \param format the SDL_PixelFormat for the new surface's pixel format. + * \param pixels a pointer to existing pixel data. + * \param pitch the number of bytes between each row, including padding. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSurface + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_CreateSurfaceFrom(int width, int height, SDL_PixelFormat format, void *pixels, int pitch); + +/** + * Free a surface. + * + * It is safe to pass NULL to this function. + * + * \param surface the SDL_Surface to free. + * + * \threadsafety No other thread should be using the surface when it is freed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSurface + * \sa SDL_CreateSurfaceFrom + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface); + +/** + * Get the properties associated with a surface. + * + * The following properties are understood by SDL: + * + * - `SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point + * surfaces, this defines the value of 100% diffuse white, with higher + * values being displayed in the High Dynamic Range headroom. This defaults + * to 203 for HDR10 surfaces and 1.0 for floating point surfaces. + * - `SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point + * surfaces, this defines the maximum dynamic range used by the content, in + * terms of the SDR white point. This defaults to 0.0, which disables tone + * mapping. + * - `SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING`: the tone mapping operator + * used when compressing from a surface with high dynamic range to another + * with lower dynamic range. Currently this supports "chrome", which uses + * the same tone mapping that Chrome uses for HDR content, the form "*=N", + * where N is a floating point scale factor applied in linear space, and + * "none", which disables tone mapping. This defaults to "chrome". + * - `SDL_PROP_SURFACE_HOTSPOT_X_NUMBER`: the hotspot pixel offset from the + * left edge of the image, if this surface is being used as a cursor. + * - `SDL_PROP_SURFACE_HOTSPOT_Y_NUMBER`: the hotspot pixel offset from the + * top edge of the image, if this surface is being used as a cursor. + * + * \param surface the SDL_Surface structure to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSurfaceProperties(SDL_Surface *surface); + +#define SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT "SDL.surface.SDR_white_point" +#define SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT "SDL.surface.HDR_headroom" +#define SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING "SDL.surface.tonemap" +#define SDL_PROP_SURFACE_HOTSPOT_X_NUMBER "SDL.surface.hotspot.x" +#define SDL_PROP_SURFACE_HOTSPOT_Y_NUMBER "SDL.surface.hotspot.y" + +/** + * Set the colorspace used by a surface. + * + * Setting the colorspace doesn't change the pixels, only how they are + * interpreted in color operations. + * + * \param surface the SDL_Surface structure to update. + * \param colorspace an SDL_Colorspace value describing the surface + * colorspace. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorspace + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceColorspace(SDL_Surface *surface, SDL_Colorspace colorspace); + +/** + * Get the colorspace used by a surface. + * + * The colorspace defaults to SDL_COLORSPACE_SRGB_LINEAR for floating point + * formats, SDL_COLORSPACE_HDR10 for 10-bit formats, SDL_COLORSPACE_SRGB for + * other RGB surfaces and SDL_COLORSPACE_BT709_FULL for YUV textures. + * + * \param surface the SDL_Surface structure to query. + * \returns the colorspace used by the surface, or SDL_COLORSPACE_UNKNOWN if + * the surface is NULL. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceColorspace + */ +extern SDL_DECLSPEC SDL_Colorspace SDLCALL SDL_GetSurfaceColorspace(SDL_Surface *surface); + +/** + * Create a palette and associate it with a surface. + * + * This function creates a palette compatible with the provided surface. The + * palette is then returned for you to modify, and the surface will + * automatically use the new palette in future operations. You do not need to + * destroy the returned palette, it will be freed when the reference count + * reaches 0, usually when the surface is destroyed. + * + * Bitmap surfaces (with format SDL_PIXELFORMAT_INDEX1LSB or + * SDL_PIXELFORMAT_INDEX1MSB) will have the palette initialized with 0 as + * white and 1 as black. Other surfaces will get a palette initialized with + * white in every entry. + * + * If this function is called for a surface that already has a palette, a new + * palette will be created to replace it. + * + * \param surface the SDL_Surface structure to update. + * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + * the surface didn't have an index format); call SDL_GetError() for + * more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetPaletteColors + */ +extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_CreateSurfacePalette(SDL_Surface *surface); + +/** + * Set the palette used by a surface. + * + * A single palette can be shared with many surfaces. + * + * \param surface the SDL_Surface structure to update. + * \param palette the SDL_Palette structure to use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePalette + * \sa SDL_GetSurfacePalette + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfacePalette(SDL_Surface *surface, SDL_Palette *palette); + +/** + * Get the palette used by a surface. + * + * \param surface the SDL_Surface structure to query. + * \returns a pointer to the palette used by the surface, or NULL if there is + * no palette used. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfacePalette + */ +extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_GetSurfacePalette(SDL_Surface *surface); + +/** + * Add an alternate version of a surface. + * + * This function adds an alternate version of this surface, usually used for + * content with high DPI representations like cursors or icons. The size, + * format, and content do not need to match the original surface, and these + * alternate versions will not be updated when the original surface changes. + * + * This function adds a reference to the alternate version, so you should call + * SDL_DestroySurface() on the image after this call. + * + * \param surface the SDL_Surface structure to update. + * \param image a pointer to an alternate SDL_Surface to associate with this + * surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveSurfaceAlternateImages + * \sa SDL_GetSurfaceImages + * \sa SDL_SurfaceHasAlternateImages + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddSurfaceAlternateImage(SDL_Surface *surface, SDL_Surface *image); + +/** + * Return whether a surface has alternate versions available. + * + * \param surface the SDL_Surface structure to query. + * \returns true if alternate versions are available or false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddSurfaceAlternateImage + * \sa SDL_RemoveSurfaceAlternateImages + * \sa SDL_GetSurfaceImages + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SurfaceHasAlternateImages(SDL_Surface *surface); + +/** + * Get an array including all versions of a surface. + * + * This returns all versions of a surface, with the surface being queried as + * the first element in the returned array. + * + * Freeing the array of surfaces does not affect the surfaces in the array. + * They are still referenced by the surface being queried and will be cleaned + * up normally. + * + * \param surface the SDL_Surface structure to query. + * \param count a pointer filled in with the number of surface pointers + * returned, may be NULL. + * \returns a NULL terminated array of SDL_Surface pointers or NULL on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddSurfaceAlternateImage + * \sa SDL_RemoveSurfaceAlternateImages + * \sa SDL_SurfaceHasAlternateImages + */ +extern SDL_DECLSPEC SDL_Surface ** SDLCALL SDL_GetSurfaceImages(SDL_Surface *surface, int *count); + +/** + * Remove all alternate versions of a surface. + * + * This function removes a reference from all the alternative versions, + * destroying them if this is the last reference to them. + * + * \param surface the SDL_Surface structure to update. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddSurfaceAlternateImage + * \sa SDL_GetSurfaceImages + * \sa SDL_SurfaceHasAlternateImages + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveSurfaceAlternateImages(SDL_Surface *surface); + +/** + * Set up a surface for directly accessing the pixels. + * + * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + * and read from `surface->pixels`, using the pixel format stored in + * `surface->format`. Once you are done accessing the surface, you should use + * SDL_UnlockSurface() to release it. + * + * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + * 0, then you can read and write to the surface at any time, and the pixel + * format of the surface will not change. + * + * \param surface the SDL_Surface structure to be locked. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. The locking referred to by + * this function is making the pixels available for direct + * access, not thread-safe locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MUSTLOCK + * \sa SDL_UnlockSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockSurface(SDL_Surface *surface); + +/** + * Release a surface after directly accessing the pixels. + * + * \param surface the SDL_Surface structure to be unlocked. + * + * \threadsafety This function is not thread safe. The locking referred to by + * this function is making the pixels available for direct + * access, not thread-safe locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockSurface + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface); + +/** + * Load a BMP image from a seekable SDL data stream. + * + * The new surface should be freed with SDL_DestroySurface(). Not doing so + * will result in a memory leak. + * + * \param src the data stream for the surface. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns a pointer to a new SDL_Surface structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_IO + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP_IO(SDL_IOStream *src, bool closeio); + +/** + * Load a BMP image from a file. + * + * The new surface should be freed with SDL_DestroySurface(). Not doing so + * will result in a memory leak. + * + * \param file the BMP file to load. + * \returns a pointer to a new SDL_Surface structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + * \sa SDL_LoadBMP_IO + * \sa SDL_SaveBMP + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP(const char *file); + +/** + * Save a surface to a seekable SDL data stream in BMP format. + * + * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + * BMP directly. Other RGB formats with 8-bit or higher get converted to a + * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + * not supported. + * + * \param surface the SDL_Surface structure containing the image to be saved. + * \param dst a data stream to save to. + * \param closeio if true, calls SDL_CloseIO() on `dst` before returning, even + * in the case of an error. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadBMP_IO + * \sa SDL_SaveBMP + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveBMP_IO(SDL_Surface *surface, SDL_IOStream *dst, bool closeio); + +/** + * Save a surface to a file. + * + * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + * BMP directly. Other RGB formats with 8-bit or higher get converted to a + * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + * not supported. + * + * \param surface the SDL_Surface structure containing the image to be saved. + * \param file a file to save to. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveBMP(SDL_Surface *surface, const char *file); + +/** + * Set the RLE acceleration hint for a surface. + * + * If RLE is enabled, color key and alpha blending blits are much faster, but + * the surface must be locked before directly accessing the pixels. + * + * \param surface the SDL_Surface structure to optimize. + * \param enabled true to enable RLE acceleration, false to disable it. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + * \sa SDL_LockSurface + * \sa SDL_UnlockSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceRLE(SDL_Surface *surface, bool enabled); + +/** + * Returns whether the surface is RLE enabled. + * + * It is safe to pass a NULL `surface` here; it will return false. + * + * \param surface the SDL_Surface structure to query. + * \returns true if the surface is RLE enabled, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceRLE + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SurfaceHasRLE(SDL_Surface *surface); + +/** + * Set the color key (transparent pixel) in a surface. + * + * The color key defines a pixel value that will be treated as transparent in + * a blit. For example, one can use this to specify that cyan pixels should be + * considered transparent, and therefore not rendered. + * + * It is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * \param surface the SDL_Surface structure to update. + * \param enabled true to enable color key, false to disable color key. + * \param key the transparent pixel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorKey + * \sa SDL_SetSurfaceRLE + * \sa SDL_SurfaceHasColorKey + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceColorKey(SDL_Surface *surface, bool enabled, Uint32 key); + +/** + * Returns whether the surface has a color key. + * + * It is safe to pass a NULL `surface` here; it will return false. + * + * \param surface the SDL_Surface structure to query. + * \returns true if the surface has a color key, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceColorKey + * \sa SDL_GetSurfaceColorKey + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SurfaceHasColorKey(SDL_Surface *surface); + +/** + * Get the color key (transparent pixel) for a surface. + * + * The color key is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * If the surface doesn't have color key enabled this function returns false. + * + * \param surface the SDL_Surface structure to query. + * \param key a pointer filled in with the transparent pixel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceColorKey + * \sa SDL_SurfaceHasColorKey + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceColorKey(SDL_Surface *surface, Uint32 *key); + +/** + * Set an additional color value multiplied into blit operations. + * + * When this surface is blitted, during the blit operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * (color / 255)` + * + * \param surface the SDL_Surface structure to update. + * \param r the red color value multiplied into blit operations. + * \param g the green color value multiplied into blit operations. + * \param b the blue color value multiplied into blit operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceColorMod(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b); + + +/** + * Get the additional color value multiplied into blit operations. + * + * \param surface the SDL_Surface structure to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceColorMod(SDL_Surface *surface, Uint8 *r, Uint8 *g, Uint8 *b); + +/** + * Set an additional alpha value used in blit operations. + * + * When this surface is blitted, during the blit operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` + * + * \param surface the SDL_Surface structure to update. + * \param alpha the alpha value multiplied into blit operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface *surface, Uint8 alpha); + +/** + * Get the additional alpha value used in blit operations. + * + * \param surface the SDL_Surface structure to query. + * \param alpha a pointer filled in with the current alpha value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface *surface, Uint8 *alpha); + +/** + * Set the blend mode used for blit operations. + * + * To copy a surface to another surface (or texture) without blending with the + * existing data, the blendmode of the SOURCE surface should be set to + * `SDL_BLENDMODE_NONE`. + * + * \param surface the SDL_Surface structure to update. + * \param blendMode the SDL_BlendMode to use for blit blending. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface *surface, SDL_BlendMode blendMode); + +/** + * Get the blend mode used for blit operations. + * + * \param surface the SDL_Surface structure to query. + * \param blendMode a pointer filled in with the current SDL_BlendMode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface *surface, SDL_BlendMode *blendMode); + +/** + * Set the clipping rectangle for a surface. + * + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. + * + * Note that blits are automatically clipped to the edges of the source and + * destination surfaces. + * + * \param surface the SDL_Surface structure to be clipped. + * \param rect the SDL_Rect structure representing the clipping rectangle, or + * NULL to disable clipping. + * \returns true if the rectangle intersects the surface, otherwise false and + * blits will be completely clipped. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceClipRect(SDL_Surface *surface, const SDL_Rect *rect); + +/** + * Get the clipping rectangle for a surface. + * + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. + * + * \param surface the SDL_Surface structure representing the surface to be + * clipped. + * \param rect an SDL_Rect structure filled in with the clipping rectangle for + * the surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceClipRect(SDL_Surface *surface, SDL_Rect *rect); + +/** + * Flip a surface vertically or horizontally. + * + * \param surface the surface to flip. + * \param flip the direction to flip. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlipSurface(SDL_Surface *surface, SDL_FlipMode flip); + +/** + * Creates a new surface identical to the existing surface. + * + * If the original surface has alternate images, the new surface will have a + * reference to them as well. + * + * The returned surface should be freed with SDL_DestroySurface(). + * + * \param surface the surface to duplicate. + * \returns a copy of the surface or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_DuplicateSurface(SDL_Surface *surface); + +/** + * Creates a new surface identical to the existing surface, scaled to the + * desired size. + * + * The returned surface should be freed with SDL_DestroySurface(). + * + * \param surface the surface to duplicate and scale. + * \param width the width of the new surface. + * \param height the height of the new surface. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns a copy of the surface or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_ScaleSurface(SDL_Surface *surface, int width, int height, SDL_ScaleMode scaleMode); + +/** + * Copy an existing surface to a new surface of the specified format. + * + * This function is used to optimize images for faster *repeat* blitting. This + * is accomplished by converting the original and storing the result as a new + * surface. The new, optimized surface can then be used as the source for + * future blits, making them faster. + * + * If you are converting to an indexed surface and want to map colors to a + * palette, you can use SDL_ConvertSurfaceAndColorspace() instead. + * + * If the original surface has alternate images, the new surface will have a + * reference to them as well. + * + * \param surface the existing SDL_Surface structure to convert. + * \param format the new pixel format. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertSurfaceAndColorspace + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_ConvertSurface(SDL_Surface *surface, SDL_PixelFormat format); + +/** + * Copy an existing surface to a new surface of the specified format and + * colorspace. + * + * This function converts an existing surface to a new format and colorspace + * and returns the new surface. This will perform any pixel format and + * colorspace conversion needed. + * + * If the original surface has alternate images, the new surface will have a + * reference to them as well. + * + * \param surface the existing SDL_Surface structure to convert. + * \param format the new pixel format. + * \param palette an optional palette to use for indexed formats, may be NULL. + * \param colorspace the new colorspace. + * \param props an SDL_PropertiesID with additional color properties, or 0. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertSurface + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_ConvertSurfaceAndColorspace(SDL_Surface *surface, SDL_PixelFormat format, SDL_Palette *palette, SDL_Colorspace colorspace, SDL_PropertiesID props); + +/** + * Copy a block of pixels of one format to another format. + * + * \param width the width of the block to copy, in pixels. + * \param height the height of the block to copy, in pixels. + * \param src_format an SDL_PixelFormat value of the `src` pixels format. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormat value of the `dst` pixels format. + * \param dst a pointer to be filled in with new pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety The same destination pixels should not be used from two + * threads at once. It is safe to use the same source pixels + * from multiple threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertPixelsAndColorspace + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertPixels(int width, int height, SDL_PixelFormat src_format, const void *src, int src_pitch, SDL_PixelFormat dst_format, void *dst, int dst_pitch); + +/** + * Copy a block of pixels of one format and colorspace to another format and + * colorspace. + * + * \param width the width of the block to copy, in pixels. + * \param height the height of the block to copy, in pixels. + * \param src_format an SDL_PixelFormat value of the `src` pixels format. + * \param src_colorspace an SDL_Colorspace value describing the colorspace of + * the `src` pixels. + * \param src_properties an SDL_PropertiesID with additional source color + * properties, or 0. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormat value of the `dst` pixels format. + * \param dst_colorspace an SDL_Colorspace value describing the colorspace of + * the `dst` pixels. + * \param dst_properties an SDL_PropertiesID with additional destination color + * properties, or 0. + * \param dst a pointer to be filled in with new pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety The same destination pixels should not be used from two + * threads at once. It is safe to use the same source pixels + * from multiple threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertPixels + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertPixelsAndColorspace(int width, int height, SDL_PixelFormat src_format, SDL_Colorspace src_colorspace, SDL_PropertiesID src_properties, const void *src, int src_pitch, SDL_PixelFormat dst_format, SDL_Colorspace dst_colorspace, SDL_PropertiesID dst_properties, void *dst, int dst_pitch); + +/** + * Premultiply the alpha on a block of pixels. + * + * This is safe to use with src == dst, but not for other overlapping areas. + * + * \param width the width of the block to convert, in pixels. + * \param height the height of the block to convert, in pixels. + * \param src_format an SDL_PixelFormat value of the `src` pixels format. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormat value of the `dst` pixels format. + * \param dst a pointer to be filled in with premultiplied pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. + * \param linear true to convert from sRGB to linear space for the alpha + * multiplication, false to do multiplication in sRGB space. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety The same destination pixels should not be used from two + * threads at once. It is safe to use the same source pixels + * from multiple threads. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PremultiplyAlpha(int width, int height, SDL_PixelFormat src_format, const void *src, int src_pitch, SDL_PixelFormat dst_format, void *dst, int dst_pitch, bool linear); + +/** + * Premultiply the alpha in a surface. + * + * This is safe to use with src == dst, but not for other overlapping areas. + * + * \param surface the surface to modify. + * \param linear true to convert from sRGB to linear space for the alpha + * multiplication, false to do multiplication in sRGB space. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PremultiplySurfaceAlpha(SDL_Surface *surface, bool linear); + +/** + * Clear a surface with a specific color, with floating point precision. + * + * This function handles all surface formats, and ignores any clip rectangle. + * + * If the surface is YUV, the color is assumed to be in the sRGB colorspace, + * otherwise the color is assumed to be in the colorspace of the suface. + * + * \param surface the SDL_Surface to clear. + * \param r the red component of the pixel, normally in the range 0-1. + * \param g the green component of the pixel, normally in the range 0-1. + * \param b the blue component of the pixel, normally in the range 0-1. + * \param a the alpha component of the pixel, normally in the range 0-1. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearSurface(SDL_Surface *surface, float r, float g, float b, float a); + +/** + * Perform a fast fill of a rectangle with a specific color. + * + * `color` should be a pixel of the format used by the surface, and can be + * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + * alpha component then the destination is simply filled with that alpha + * information, no blending takes place. + * + * If there is a clip rectangle set on the destination (set via + * SDL_SetSurfaceClipRect()), then this function will fill based on the + * intersection of the clip rectangle and `rect`. + * + * \param dst the SDL_Surface structure that is the drawing target. + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL to fill the entire surface. + * \param color the color to fill with. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FillSurfaceRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FillSurfaceRect(SDL_Surface *dst, const SDL_Rect *rect, Uint32 color); + +/** + * Perform a fast fill of a set of rectangles with a specific color. + * + * `color` should be a pixel of the format used by the surface, and can be + * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + * alpha component then the destination is simply filled with that alpha + * information, no blending takes place. + * + * If there is a clip rectangle set on the destination (set via + * SDL_SetSurfaceClipRect()), then this function will fill based on the + * intersection of the clip rectangle and `rect`. + * + * \param dst the SDL_Surface structure that is the drawing target. + * \param rects an array of SDL_Rects representing the rectangles to fill. + * \param count the number of rectangles in the array. + * \param color the color to fill with. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FillSurfaceRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FillSurfaceRects(SDL_Surface *dst, const SDL_Rect *rects, int count, Uint32 color); + +/** + * Performs a fast blit from the source surface to the destination surface + * with clipping. + * + * If either `srcrect` or `dstrect` are NULL, the entire surface (`src` or + * `dst`) is copied while ensuring clipping to `dst->clip_rect`. + * + * The final blit rectangles are saved in `srcrect` and `dstrect` after all + * clipping is performed. + * + * The blit function should not be called on a locked surface. + * + * The blit semantics for surfaces with and without blending and colorkey are + * defined as follows: + * + * ``` + * RGBA->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB, set destination alpha to source per-surface alpha value. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * source color key. + * + * RGBA->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy all of RGBA to the destination. + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * source color key. + * ``` + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the x and y position in + * the destination surface, or NULL for (0,0). The width and + * height are ignored, and are copied from `srcrect`. If you + * want a specific width and height, you should use + * SDL_BlitSurfaceScaled(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurfaceScaled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurface(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform low-level surface blitting only. + * + * This is a semi-private blit function and it performs low-level surface + * blitting, assuming the input rectangles have already been clipped. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, may not be NULL. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, may not be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceUnchecked(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform a scaled blit to a destination surface, which may be of a different + * format. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire + * destination surface. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); + +/** + * Perform low-level surface scaled blitting only. + * + * This is a semi-private function and it performs low-level surface blitting, + * assuming the input rectangles have already been clipped. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, may not be NULL. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, may not be NULL. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurfaceScaled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceUncheckedScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); + +/** + * Perform a stretched pixel copy from one surface to another. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, may not be NULL. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, may not be NULL. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.4.0. + * + * \sa SDL_BlitSurfaceScaled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StretchSurface(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); + +/** + * Perform a tiled blit to a destination surface, which may be of a different + * format. + * + * The pixels in `srcrect` will be repeated as many times as needed to + * completely fill `dstrect`. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceTiled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform a scaled and tiled blit to a destination surface, which may be of a + * different format. + * + * The pixels in `srcrect` will be scaled and repeated as many times as needed + * to completely fill `dstrect`. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param scale the scale used to transform srcrect into the destination + * rectangle, e.g. a 32x32 texture with a scale of 2 would fill + * 64x64 tiles. + * \param scaleMode scale algorithm to be used. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceTiledWithScale(SDL_Surface *src, const SDL_Rect *srcrect, float scale, SDL_ScaleMode scaleMode, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform a scaled blit using the 9-grid algorithm to a destination surface, + * which may be of a different format. + * + * The pixels in the source surface are split into a 3x3 grid, using the + * different corner sizes for each corner, and the sides and center making up + * the remaining pixels. The corners are then scaled using `scale` and fit + * into the corners of the destination rectangle. The sides and center are + * then stretched into place to cover the remaining destination rectangle. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be used + * for the 9-grid, or NULL to use the entire surface. + * \param left_width the width, in pixels, of the left corners in `srcrect`. + * \param right_width the width, in pixels, of the right corners in `srcrect`. + * \param top_height the height, in pixels, of the top corners in `srcrect`. + * \param bottom_height the height, in pixels, of the bottom corners in + * `srcrect`. + * \param scale the scale used to transform the corner of `srcrect` into the + * corner of `dstrect`, or 0.0f for an unscaled blit. + * \param scaleMode scale algorithm to be used. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurface9Grid(SDL_Surface *src, const SDL_Rect *srcrect, int left_width, int right_width, int top_height, int bottom_height, float scale, SDL_ScaleMode scaleMode, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Map an RGB triple to an opaque pixel value for a surface. + * + * This function maps the RGB color value to the specified pixel format and + * returns the pixel value best approximating the given RGB color value for + * the given pixel format. + * + * If the surface has a palette, the index of the closest matching color in + * the palette will be returned. + * + * If the surface pixel format has an alpha component it will be returned as + * all 1 bits (fully opaque). + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param surface the surface to use for the pixel format and palette. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MapSurfaceRGBA + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapSurfaceRGB(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b); + +/** + * Map an RGBA quadruple to a pixel value for a surface. + * + * This function maps the RGBA color value to the specified pixel format and + * returns the pixel value best approximating the given RGBA color value for + * the given pixel format. + * + * If the surface pixel format has no alpha component the alpha value will be + * ignored (as it will be in formats with a palette). + * + * If the surface has a palette, the index of the closest matching color in + * the palette will be returned. + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param surface the surface to use for the pixel format and palette. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \param a the alpha component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MapSurfaceRGB + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapSurfaceRGBA(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Retrieves a single pixel from a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * Like SDL_GetRGBA, this uses the entire 0..255 range when converting color + * components from pixel formats with less than 8 bits per RGB component. + * + * \param surface the surface to read. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r a pointer filled in with the red channel, 0-255, or NULL to ignore + * this channel. + * \param g a pointer filled in with the green channel, 0-255, or NULL to + * ignore this channel. + * \param b a pointer filled in with the blue channel, 0-255, or NULL to + * ignore this channel. + * \param a a pointer filled in with the alpha channel, 0-255, or NULL to + * ignore this channel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); + +/** + * Retrieves a single pixel from a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * \param surface the surface to read. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r a pointer filled in with the red channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \param g a pointer filled in with the green channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \param b a pointer filled in with the blue channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \param a a pointer filled in with the alpha channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadSurfacePixelFloat(SDL_Surface *surface, int x, int y, float *r, float *g, float *b, float *a); + +/** + * Writes a single pixel to a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * Like SDL_MapRGBA, this uses the entire 0..255 range when converting color + * components from pixel formats with less than 8 bits per RGB component. + * + * \param surface the surface to write. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r the red channel value, 0-255. + * \param g the green channel value, 0-255. + * \param b the blue channel value, 0-255. + * \param a the alpha channel value, 0-255. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Writes a single pixel to a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * \param surface the surface to write. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r the red channel value, normally in the range 0-1. + * \param g the green channel value, normally in the range 0-1. + * \param b the blue channel value, normally in the range 0-1. + * \param a the alpha channel value, normally in the range 0-1. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteSurfacePixelFloat(SDL_Surface *surface, int x, int y, float r, float g, float b, float a); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_surface_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_system.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_system.h new file mode 100644 index 0000000..294089f --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_system.h @@ -0,0 +1,818 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategorySystem + * + * Platform-specific SDL API functions. These are functions that deal with + * needs of specific operating systems, that didn't make sense to offer as + * platform-independent, generic APIs. + * + * Most apps can make do without these functions, but they can be useful for + * integrating with other parts of a specific system, adding platform-specific + * polish to an app, or solving problems that only affect one target. + */ + +#ifndef SDL_system_h_ +#define SDL_system_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + + +/* + * Platform specific functions for Windows + */ +#if defined(SDL_PLATFORM_WINDOWS) + +typedef struct tagMSG MSG; + +/** + * A callback to be used with SDL_SetWindowsMessageHook. + * + * This callback may modify the message, and should return true if the message + * should continue to be processed, or false to prevent further processing. + * + * As this is processing a message directly from the Windows event loop, this + * callback should do the minimum required work and return quickly. + * + * \param userdata the app-defined pointer provided to + * SDL_SetWindowsMessageHook. + * \param msg a pointer to a Win32 event structure to process. + * \returns true to let event continue on, false to drop it. + * + * \threadsafety This may only be called (by SDL) from the thread handling the + * Windows event loop. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetWindowsMessageHook + * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP + */ +typedef bool (SDLCALL *SDL_WindowsMessageHook)(void *userdata, MSG *msg); + +/** + * Set a callback for every Windows message, run before TranslateMessage(). + * + * The callback may modify the message, and should return true if the message + * should continue to be processed, or false to prevent further processing. + * + * \param callback the SDL_WindowsMessageHook function to call. + * \param userdata a pointer to pass to every iteration of `callback`. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WindowsMessageHook + * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata); + +#endif /* defined(SDL_PLATFORM_WINDOWS) */ + +#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) + +/** + * Get the D3D9 adapter index that matches the specified display. + * + * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and + * controls on which monitor a full screen application will appear. + * + * \param displayID the instance of the display to query. + * \returns the D3D9 adapter index on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID); + +/** + * Get the DXGI Adapter and Output indices for the specified display. + * + * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and + * `EnumOutputs` respectively to get the objects required to create a DX10 or + * DX11 device and swap chain. + * + * \param displayID the instance of the display to query. + * \param adapterIndex a pointer to be filled in with the adapter index. + * \param outputIndex a pointer to be filled in with the output index. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDXGIOutputInfo(SDL_DisplayID displayID, int *adapterIndex, int *outputIndex); + +#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) */ + + +/* + * Platform specific functions for UNIX + */ + +/* this is defined in Xlib's headers, just need a simple declaration here. */ +typedef union _XEvent XEvent; + +/** + * A callback to be used with SDL_SetX11EventHook. + * + * This callback may modify the event, and should return true if the event + * should continue to be processed, or false to prevent further processing. + * + * As this is processing an event directly from the X11 event loop, this + * callback should do the minimum required work and return quickly. + * + * \param userdata the app-defined pointer provided to SDL_SetX11EventHook. + * \param xevent a pointer to an Xlib XEvent union to process. + * \returns true to let event continue on, false to drop it. + * + * \threadsafety This may only be called (by SDL) from the thread handling the + * X11 event loop. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetX11EventHook + */ +typedef bool (SDLCALL *SDL_X11EventHook)(void *userdata, XEvent *xevent); + +/** + * Set a callback for every X11 event. + * + * The callback may modify the event, and should return true if the event + * should continue to be processed, or false to prevent further processing. + * + * \param callback the SDL_X11EventHook function to call. + * \param userdata a pointer to pass to every iteration of `callback`. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetX11EventHook(SDL_X11EventHook callback, void *userdata); + +/* Platform specific functions for Linux*/ +#ifdef SDL_PLATFORM_LINUX + +/** + * Sets the UNIX nice value for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID the Unix thread ID to change priority of. + * \param priority the new, Unix-specific, priority value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetLinuxThreadPriority(Sint64 threadID, int priority); + +/** + * Sets the priority (not nice level) and scheduling policy for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID the Unix thread ID to change priority of. + * \param sdlPriority the new SDL_ThreadPriority value. + * \param schedPolicy the new scheduling policy (SCHED_FIFO, SCHED_RR, + * SCHED_OTHER, etc...). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); + +#endif /* SDL_PLATFORM_LINUX */ + +/* + * Platform specific functions for iOS + */ +#ifdef SDL_PLATFORM_IOS + +/** + * The prototype for an Apple iOS animation callback. + * + * This datatype is only useful on Apple iOS. + * + * After passing a function pointer of this type to + * SDL_SetiOSAnimationCallback, the system will call that function pointer at + * a regular interval. + * + * \param userdata what was passed as `callbackParam` to + * SDL_SetiOSAnimationCallback as `callbackParam`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetiOSAnimationCallback + */ +typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata); + +/** + * Use this function to set the animation callback on Apple iOS. + * + * The function prototype for `callback` is: + * + * ```c + * void callback(void *callbackParam); + * ``` + * + * Where its parameter, `callbackParam`, is what was passed as `callbackParam` + * to SDL_SetiOSAnimationCallback(). + * + * This function is only available on Apple iOS. + * + * For more information see: + * + * https://wiki.libsdl.org/SDL3/README/ios + * + * Note that if you use the "main callbacks" instead of a standard C `main` + * function, you don't have to use this API, as SDL will manage this for you. + * + * Details on main callbacks are here: + * + * https://wiki.libsdl.org/SDL3/README/main-functions + * + * \param window the window for which the animation callback should be set. + * \param interval the number of frames after which **callback** will be + * called. + * \param callback the function to call for every frame. + * \param callbackParam a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetiOSEventPump + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam); + +/** + * Use this function to enable or disable the SDL event pump on Apple iOS. + * + * This function is only available on Apple iOS. + * + * \param enabled true to enable the event pump, false to disable it. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetiOSAnimationCallback + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetiOSEventPump(bool enabled); + +#endif /* SDL_PLATFORM_IOS */ + + +/* + * Platform specific functions for Android + */ +#ifdef SDL_PLATFORM_ANDROID + +/** + * Get the Android Java Native Interface Environment of the current thread. + * + * This is the JNIEnv one needs to access the Java virtual machine from native + * code, and is needed for many Android APIs to be usable from C. + * + * The prototype of the function in SDL's code actually declare a void* return + * type, even if the implementation returns a pointer to a JNIEnv. The + * rationale being that the SDL headers can avoid including jni.h. + * + * \returns a pointer to Java native interface object (JNIEnv) to which the + * current thread is attached, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidActivity + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidJNIEnv(void); + +/** + * Retrieve the Java instance of the Android activity class. + * + * The prototype of the function in SDL's code actually declares a void* + * return type, even if the implementation returns a jobject. The rationale + * being that the SDL headers can avoid including jni.h. + * + * The jobject returned by the function is a local reference and must be + * released by the caller. See the PushLocalFrame() and PopLocalFrame() or + * DeleteLocalRef() functions of the Java native interface: + * + * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html + * + * \returns the jobject representing the instance of the Activity class of the + * Android application, or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidJNIEnv + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidActivity(void); + +/** + * Query Android API level of the current device. + * + * - API level 35: Android 15 (VANILLA_ICE_CREAM) + * - API level 34: Android 14 (UPSIDE_DOWN_CAKE) + * - API level 33: Android 13 (TIRAMISU) + * - API level 32: Android 12L (S_V2) + * - API level 31: Android 12 (S) + * - API level 30: Android 11 (R) + * - API level 29: Android 10 (Q) + * - API level 28: Android 9 (P) + * - API level 27: Android 8.1 (O_MR1) + * - API level 26: Android 8.0 (O) + * - API level 25: Android 7.1 (N_MR1) + * - API level 24: Android 7.0 (N) + * - API level 23: Android 6.0 (M) + * - API level 22: Android 5.1 (LOLLIPOP_MR1) + * - API level 21: Android 5.0 (LOLLIPOP, L) + * - API level 20: Android 4.4W (KITKAT_WATCH) + * - API level 19: Android 4.4 (KITKAT) + * - API level 18: Android 4.3 (JELLY_BEAN_MR2) + * - API level 17: Android 4.2 (JELLY_BEAN_MR1) + * - API level 16: Android 4.1 (JELLY_BEAN) + * - API level 15: Android 4.0.3 (ICE_CREAM_SANDWICH_MR1) + * - API level 14: Android 4.0 (ICE_CREAM_SANDWICH) + * - API level 13: Android 3.2 (HONEYCOMB_MR2) + * - API level 12: Android 3.1 (HONEYCOMB_MR1) + * - API level 11: Android 3.0 (HONEYCOMB) + * - API level 10: Android 2.3.3 (GINGERBREAD_MR1) + * + * \returns the Android API level. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void); + +/** + * Query if the application is running on a Chromebook. + * + * \returns true if this is a Chromebook, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsChromebook(void); + +/** + * Query if the application is running on a Samsung DeX docking station. + * + * \returns true if this is a DeX docking station, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsDeXMode(void); + +/** + * Trigger the Android system back button behavior. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SendAndroidBackButton(void); + +/** + * See the official Android developer guide for more information: + * http://developer.android.com/guide/topics/data/data-storage.html + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01 + +/** + * See the official Android developer guide for more information: + * http://developer.android.com/guide/topics/data/data-storage.html + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 + +/** + * Get the path used for internal storage for this Android application. + * + * This path is unique to your application and cannot be written to by other + * applications. + * + * Your internal storage path is typically: + * `/data/data/your.app.package/files`. + * + * This is a C wrapper over `android.content.Context.getFilesDir()`: + * + * https://developer.android.com/reference/android/content/Context#getFilesDir() + * + * \returns the path used for internal storage or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidExternalStoragePath + * \sa SDL_GetAndroidCachePath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidInternalStoragePath(void); + +/** + * Get the current state of external storage for this Android application. + * + * The current state of external storage, a bitmask of these values: + * `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`. + * + * If external storage is currently unavailable, this will return 0. + * + * \returns the current state of external storage, or 0 if external storage is + * currently unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidExternalStoragePath + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAndroidExternalStorageState(void); + +/** + * Get the path used for external storage for this Android application. + * + * This path is unique to your application, but is public and can be written + * to by other applications. + * + * Your external storage path is typically: + * `/storage/sdcard0/Android/data/your.app.package/files`. + * + * This is a C wrapper over `android.content.Context.getExternalFilesDir()`: + * + * https://developer.android.com/reference/android/content/Context#getExternalFilesDir() + * + * \returns the path used for external storage for this application on success + * or NULL on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidExternalStorageState + * \sa SDL_GetAndroidInternalStoragePath + * \sa SDL_GetAndroidCachePath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidExternalStoragePath(void); + +/** + * Get the path used for caching data for this Android application. + * + * This path is unique to your application, but is public and can be written + * to by other applications. + * + * Your cache path is typically: `/data/data/your.app.package/cache/`. + * + * This is a C wrapper over `android.content.Context.getCacheDir()`: + * + * https://developer.android.com/reference/android/content/Context#getCacheDir() + * + * \returns the path used for caches for this application on success or NULL + * on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidInternalStoragePath + * \sa SDL_GetAndroidExternalStoragePath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidCachePath(void); + +/** + * Callback that presents a response from a SDL_RequestAndroidPermission call. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param permission the Android-specific permission name that was requested. + * \param granted true if permission is granted, false if denied. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_RequestAndroidPermission + */ +typedef void (SDLCALL *SDL_RequestAndroidPermissionCallback)(void *userdata, const char *permission, bool granted); + +/** + * Request permissions at runtime, asynchronously. + * + * You do not need to call this for built-in functionality of SDL; recording + * from a microphone or reading images from a camera, using standard SDL APIs, + * will manage permission requests for you. + * + * This function never blocks. Instead, the app-supplied callback will be + * called when a decision has been made. This callback may happen on a + * different thread, and possibly much later, as it might wait on a user to + * respond to a system dialog. If permission has already been granted for a + * specific entitlement, the callback will still fire, probably on the current + * thread and before this function returns. + * + * If the request submission fails, this function returns -1 and the callback + * will NOT be called, but this should only happen in catastrophic conditions, + * like memory running out. Normally there will be a yes or no to the request + * through the callback. + * + * For the `permission` parameter, choose a value from here: + * + * https://developer.android.com/reference/android/Manifest.permission + * + * \param permission the permission to request. + * \param cb the callback to trigger when the request has a response. + * \param userdata an app-controlled pointer that is passed to the callback. + * \returns true if the request was submitted, false if there was an error + * submitting. The result of the request is only ever reported + * through the callback, not this return value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RequestAndroidPermission(const char *permission, SDL_RequestAndroidPermissionCallback cb, void *userdata); + +/** + * Shows an Android toast notification. + * + * Toasts are a sort of lightweight notification that are unique to Android. + * + * https://developer.android.com/guide/topics/ui/notifiers/toasts + * + * Shows toast in UI thread. + * + * For the `gravity` parameter, choose a value from here, or -1 if you don't + * have a preference: + * + * https://developer.android.com/reference/android/view/Gravity + * + * \param message text message to be shown. + * \param duration 0=short, 1=long. + * \param gravity where the notification should appear on the screen. + * \param xoffset set this parameter only when gravity >=0. + * \param yoffset set this parameter only when gravity >=0. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowAndroidToast(const char *message, int duration, int gravity, int xoffset, int yoffset); + +/** + * Send a user command to SDLActivity. + * + * Override "boolean onUnhandledMessage(Message msg)" to handle the message. + * + * \param command user command that must be greater or equal to 0x8000. + * \param param user parameter. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendAndroidMessage(Uint32 command, int param); + +#endif /* SDL_PLATFORM_ANDROID */ + +/** + * Query if the current device is a tablet. + * + * If SDL can't determine this, it will return false. + * + * \returns true if the device is a tablet, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsTablet(void); + +/** + * Query if the current device is a TV. + * + * If SDL can't determine this, it will return false. + * + * \returns true if the device is a TV, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsTV(void); + +/** + * Application sandbox environment. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_Sandbox +{ + SDL_SANDBOX_NONE = 0, + SDL_SANDBOX_UNKNOWN_CONTAINER, + SDL_SANDBOX_FLATPAK, + SDL_SANDBOX_SNAP, + SDL_SANDBOX_MACOS +} SDL_Sandbox; + +/** + * Get the application sandbox environment, if any. + * + * \returns the application sandbox environment or SDL_SANDBOX_NONE if the + * application is not running in a sandbox environment. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Sandbox SDLCALL SDL_GetSandbox(void); + + +/* Functions used by iOS app delegates to notify SDL about state changes. */ + +/** + * Let iOS apps with external event handling report + * onApplicationWillTerminate. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void); + +/** + * Let iOS apps with external event handling report + * onApplicationDidReceiveMemoryWarning. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void); + +/** + * Let iOS apps with external event handling report + * onApplicationWillResignActive. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterBackground(void); + +/** + * Let iOS apps with external event handling report + * onApplicationDidEnterBackground. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void); + +/** + * Let iOS apps with external event handling report + * onApplicationWillEnterForeground. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void); + +/** + * Let iOS apps with external event handling report + * onApplicationDidBecomeActive. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterForeground(void); + +#ifdef SDL_PLATFORM_IOS + +/** + * Let iOS apps with external event handling report + * onApplicationDidChangeStatusBarOrientation. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void); +#endif + +/* + * Functions used only by GDK + */ +#ifdef SDL_PLATFORM_GDK +typedef struct XTaskQueueObject *XTaskQueueHandle; +typedef struct XUser *XUserHandle; + +/** + * Gets a reference to the global async task queue handle for GDK, + * initializing if needed. + * + * Once you are done with the task queue, you should call + * XTaskQueueCloseHandle to reduce the reference count to avoid a resource + * leak. + * + * \param outTaskQueue a pointer to be filled in with task queue handle. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKTaskQueue(XTaskQueueHandle *outTaskQueue); + +/** + * Gets a reference to the default user handle for GDK. + * + * This is effectively a synchronous version of XUserAddAsync, which always + * prefers the default user and allows a sign-in UI. + * + * \param outUserHandle a pointer to be filled in with the default user + * handle. + * \returns true if success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKDefaultUser(XUserHandle *outUserHandle); + +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_system_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test.h new file mode 100644 index 0000000..8b28580 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test.h @@ -0,0 +1,63 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Include file for SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +#ifndef SDL_test_h_ +#define SDL_test_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Global definitions */ + +/* + * Note: Maximum size of SDLTest log message is less than SDL's limit + * to ensure we can fit additional information such as the timestamp. + */ +#define SDLTEST_MAX_LOGMESSAGE_LENGTH 3584 + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_assert.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_assert.h new file mode 100644 index 0000000..c067608 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_assert.h @@ -0,0 +1,98 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Assertion functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + * + * Assert API for test code and test cases + * + */ + +#ifndef SDL_test_assert_h_ +#define SDL_test_assert_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Fails the assert. */ +#define ASSERT_FAIL 0 + +/* Passes the assert. */ +#define ASSERT_PASS 1 + +/* + * Assert that logs and break execution flow on failures. + * + * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). + * \param assertDescription Message to log with the assert describing it. + */ +void SDLCALL SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); + +/* + * Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters. + * + * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). + * \param assertDescription Message to log with the assert describing it. + * + * \returns the assertCondition so it can be used to externally to break execution flow if desired. + */ +int SDLCALL SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); + +/* + * Explicitly pass without checking an assertion condition. Updates assertion counter. + * + * \param assertDescription Message to log with the assert describing it. + */ +void SDLCALL SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1); + +/* + * Resets the assert summary counters to zero. + */ +void SDLCALL SDLTest_ResetAssertSummary(void); + +/* + * Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR. + */ +void SDLCALL SDLTest_LogAssertSummary(void); + +/* + * Converts the current assert summary state to a test result. + * + * \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT + */ +int SDLCALL SDLTest_AssertSummaryToTestResult(void); + +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_assert_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_common.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_common.h new file mode 100644 index 0000000..91efe8a --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_common.h @@ -0,0 +1,289 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Common functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* Ported from original test/common.h file. */ + +#ifndef SDL_test_common_h_ +#define SDL_test_common_h_ + +#include + +#ifdef SDL_PLATFORM_PSP +#define DEFAULT_WINDOW_WIDTH 480 +#define DEFAULT_WINDOW_HEIGHT 272 +#elif defined(SDL_PLATFORM_VITA) +#define DEFAULT_WINDOW_WIDTH 960 +#define DEFAULT_WINDOW_HEIGHT 544 +#else +#define DEFAULT_WINDOW_WIDTH 640 +#define DEFAULT_WINDOW_HEIGHT 480 +#endif + +typedef Uint32 SDLTest_VerboseFlags; +#define VERBOSE_VIDEO 0x00000001 +#define VERBOSE_MODES 0x00000002 +#define VERBOSE_RENDER 0x00000004 +#define VERBOSE_EVENT 0x00000008 +#define VERBOSE_AUDIO 0x00000010 +#define VERBOSE_MOTION 0x00000020 + +/* !< Function pointer parsing one argument at argv[index], returning the number of parsed arguments, + * or a negative value when the argument is invalid */ +typedef int (SDLCALL *SDLTest_ParseArgumentsFp)(void *data, char **argv, int index); + +/* !< Finalize the argument parser. */ +typedef void (SDLCALL *SDLTest_FinalizeArgumentParserFp)(void *arg); + +typedef struct SDLTest_ArgumentParser +{ + /* !< Parse an argument. */ + SDLTest_ParseArgumentsFp parse_arguments; + /* !< Finalize this argument parser. Called once before parsing the first argument. */ + SDLTest_FinalizeArgumentParserFp finalize; + /* !< Null-terminated array of arguments. Printed when running with --help. */ + const char **usage; + /* !< User data, passed to all callbacks. */ + void *data; + /* !< Next argument parser. */ + struct SDLTest_ArgumentParser *next; +} SDLTest_ArgumentParser; + +typedef struct +{ + /* SDL init flags */ + char **argv; + SDL_InitFlags flags; + SDLTest_VerboseFlags verbose; + + /* Video info */ + const char *videodriver; + int display_index; + SDL_DisplayID displayID; + const char *window_title; + const char *window_icon; + SDL_WindowFlags window_flags; + bool flash_on_focus_loss; + int window_x; + int window_y; + int window_w; + int window_h; + int window_minW; + int window_minH; + int window_maxW; + int window_maxH; + float window_min_aspect; + float window_max_aspect; + int logical_w; + int logical_h; + bool auto_scale_content; + SDL_RendererLogicalPresentation logical_presentation; + float scale; + int depth; + float refresh_rate; + bool fill_usable_bounds; + bool fullscreen_exclusive; + SDL_DisplayMode fullscreen_mode; + int num_windows; + SDL_Window **windows; + const char *gpudriver; + + /* Renderer info */ + const char *renderdriver; + int render_vsync; + bool skip_renderer; + SDL_Renderer **renderers; + SDL_Texture **targets; + + /* Audio info */ + const char *audiodriver; + SDL_AudioFormat audio_format; + int audio_channels; + int audio_freq; + SDL_AudioDeviceID audio_id; + + /* GL settings */ + int gl_red_size; + int gl_green_size; + int gl_blue_size; + int gl_alpha_size; + int gl_buffer_size; + int gl_depth_size; + int gl_stencil_size; + int gl_double_buffer; + int gl_accum_red_size; + int gl_accum_green_size; + int gl_accum_blue_size; + int gl_accum_alpha_size; + int gl_stereo; + int gl_release_behavior; + int gl_multisamplebuffers; + int gl_multisamplesamples; + int gl_retained_backing; + int gl_accelerated; + int gl_major_version; + int gl_minor_version; + int gl_debug; + int gl_profile_mask; + + /* Mouse info */ + SDL_Rect confine; + bool hide_cursor; + + /* Options info */ + SDLTest_ArgumentParser common_argparser; + SDLTest_ArgumentParser video_argparser; + SDLTest_ArgumentParser audio_argparser; + + SDLTest_ArgumentParser *argparser; +} SDLTest_CommonState; + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +/** + * Parse command line parameters and create common state. + * + * \param argv Array of command line parameters + * \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO) + * + * \returns a newly allocated common state object. + */ +SDLTest_CommonState * SDLCALL SDLTest_CommonCreateState(char **argv, SDL_InitFlags flags); + +/** + * Free the common state object. + * + * You should call SDL_Quit() before calling this function. + * + * \param state The common state object to destroy + */ +void SDLCALL SDLTest_CommonDestroyState(SDLTest_CommonState *state); + +/** + * Process one common argument. + * + * \param state The common state describing the test window to create. + * \param index The index of the argument to process in argv[]. + * + * \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error. + */ +int SDLCALL SDLTest_CommonArg(SDLTest_CommonState *state, int index); + + +/** + * Logs command line usage info. + * + * This logs the appropriate command line options for the subsystems in use + * plus other common options, and then any application-specific options. + * This uses the SDL_Log() function and splits up output to be friendly to + * 80-character-wide terminals. + * + * \param state The common state describing the test window for the app. + * \param argv0 argv[0], as passed to main/SDL_main. + * \param options an array of strings for application specific options. The last element of the array should be NULL. + */ +void SDLCALL SDLTest_CommonLogUsage(SDLTest_CommonState *state, const char *argv0, const char **options); + +/** + * Open test window. + * + * \param state The common state describing the test window to create. + * + * \returns true if initialization succeeded, false otherwise + */ +bool SDLCALL SDLTest_CommonInit(SDLTest_CommonState *state); + +/** + * Easy argument handling when test app doesn't need any custom args. + * + * \param state The common state describing the test window to create. + * \param argc argc, as supplied to SDL_main + * \param argv argv, as supplied to SDL_main + * + * \returns false if app should quit, true otherwise. + */ +bool SDLCALL SDLTest_CommonDefaultArgs(SDLTest_CommonState *state, int argc, char **argv); + +/** + * Print the details of an event. + * + * This is automatically called by SDLTest_CommonEvent() as needed. + * + * \param event The event to print. + */ +void SDLCALL SDLTest_PrintEvent(const SDL_Event *event); + +/** + * Common event handler for test windows if you use a standard SDL_main. + * + * \param state The common state used to create test window. + * \param event The event to handle. + * \param done Flag indicating we are done. + */ +void SDLCALL SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done); + +/** + * Common event handler for test windows if you use SDL_AppEvent. + * + * This does _not_ free anything in `event`. + * + * \param state The common state used to create test window. + * \param event The event to handle. + * \returns Value suitable for returning from SDL_AppEvent(). + */ +SDL_AppResult SDLCALL SDLTest_CommonEventMainCallbacks(SDLTest_CommonState *state, const SDL_Event *event); + +/** + * Close test window. + * + * \param state The common state used to create test window. + * + */ +void SDLCALL SDLTest_CommonQuit(SDLTest_CommonState *state); + +/** + * Draws various window information (position, size, etc.) to the renderer. + * + * \param renderer The renderer to draw to. + * \param window The window whose information should be displayed. + * \param usedHeight Returns the height used, so the caller can draw more below. + * + */ +void SDLCALL SDLTest_CommonDrawWindowInfo(SDL_Renderer *renderer, SDL_Window *window, float *usedHeight); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_common_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_compare.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_compare.h new file mode 100644 index 0000000..7ff2477 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_compare.h @@ -0,0 +1,76 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Comparison function of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + + Defines comparison functions (i.e. for surfaces). + +*/ + +#ifndef SDL_test_compare_h_ +#define SDL_test_compare_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Compares a surface and with reference image data for equality + * + * \param surface Surface used in comparison + * \param referenceSurface Test Surface used in comparison + * \param allowable_error Allowable difference (=sum of squared difference for each RGB component) in blending accuracy. + * + * \returns 0 if comparison succeeded, >0 (=number of pixels for which the comparison failed) if comparison failed, -1 if any of the surfaces were NULL, -2 if the surface sizes differ. + */ +int SDLCALL SDLTest_CompareSurfaces(SDL_Surface *surface, SDL_Surface *referenceSurface, int allowable_error); + +/** + * Compares 2 memory blocks for equality + * + * \param actual Memory used in comparison, displayed on the left + * \param size_actual Size of actual in bytes + * \param reference Reference memory, displayed on the right + * \param size_reference Size of reference in bytes + * + * \returns 0 if the left and right memory block are equal, non-zero if they are non-equal. + * + * \since This function is available since SDL 3.2.0. + */ +int SDLCALL SDLTest_CompareMemory(const void *actual, size_t size_actual, const void *reference, size_t size_reference); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_compare_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_crc32.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_crc32.h new file mode 100644 index 0000000..94fe1a3 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_crc32.h @@ -0,0 +1,121 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * CRC32 functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + + Implements CRC32 calculations (default output is Perl String::CRC32 compatible). + +*/ + +#ifndef SDL_test_crc32_h_ +#define SDL_test_crc32_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* ------------ Definitions --------- */ + +/* Definition shared by all CRC routines */ + +#ifndef CrcUint32 + #define CrcUint32 unsigned int +#endif +#ifndef CrcUint8 + #define CrcUint8 unsigned char +#endif + +#ifdef ORIGINAL_METHOD + #define CRC32_POLY 0x04c11db7 /* AUTODIN II, Ethernet, & FDDI */ +#else + #define CRC32_POLY 0xEDB88320 /* Perl String::CRC32 compatible */ +#endif + +/* + * Data structure for CRC32 (checksum) computation + */ + typedef struct SDLTest_Crc32Context { + CrcUint32 crc32_table[256]; /* CRC table */ + } SDLTest_Crc32Context; + +/* ---------- Function Prototypes ------------- */ + +/* + * Initialize the CRC context + * + * Note: The function initializes the crc table required for all crc calculations. + * + * \param crcContext pointer to context variable + * + * \returns true on success or false on failure; call SDL_GetError() + * for more information. + * + */ +bool SDLCALL SDLTest_Crc32Init(SDLTest_Crc32Context *crcContext); + +/* + * calculate a crc32 from a data block + * + * \param crcContext pointer to context variable + * \param inBuf input buffer to checksum + * \param inLen length of input buffer + * \param crc32 pointer to Uint32 to store the final CRC into + * + * \returns true on success or false on failure; call SDL_GetError() + * for more information. + * + */ +bool SDLCALL SDLTest_Crc32Calc(SDLTest_Crc32Context *crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); + +/* Same routine broken down into three steps */ +bool SDLCALL SDLTest_Crc32CalcStart(SDLTest_Crc32Context *crcContext, CrcUint32 *crc32); +bool SDLCALL SDLTest_Crc32CalcEnd(SDLTest_Crc32Context *crcContext, CrcUint32 *crc32); +bool SDLCALL SDLTest_Crc32CalcBuffer(SDLTest_Crc32Context *crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); + +/* + * clean up CRC context + * + * \param crcContext pointer to context variable + * + * \returns true on success or false on failure; call SDL_GetError() + * for more information. + * +*/ + +bool SDLCALL SDLTest_Crc32Done(SDLTest_Crc32Context *crcContext); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_crc32_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_font.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_font.h new file mode 100644 index 0000000..fb40794 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_font.h @@ -0,0 +1,169 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * Font related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +#ifndef SDL_test_font_h_ +#define SDL_test_font_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +extern int FONT_CHARACTER_SIZE; + +#define FONT_LINE_HEIGHT (FONT_CHARACTER_SIZE + 2) + +/* + * Draw a string in the currently set font. + * + * \param renderer The renderer to draw on. + * \param x The X coordinate of the upper left corner of the character. + * \param y The Y coordinate of the upper left corner of the character. + * \param c The character to draw. + * + * \returns true on success, false on failure. + */ +bool SDLCALL SDLTest_DrawCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c); + +/* + * Draw a UTF-8 string in the currently set font. + * + * The font currently only supports characters in the Basic Latin and Latin-1 Supplement sets. + * + * \param renderer The renderer to draw on. + * \param x The X coordinate of the upper left corner of the string. + * \param y The Y coordinate of the upper left corner of the string. + * \param s The string to draw. + * + * \returns true on success, false on failure. + */ +bool SDLCALL SDLTest_DrawString(SDL_Renderer *renderer, float x, float y, const char *s); + +/* + * Data used for multi-line text output + */ +typedef struct SDLTest_TextWindow +{ + SDL_FRect rect; + int current; + int numlines; + char **lines; +} SDLTest_TextWindow; + +/* + * Create a multi-line text output window + * + * \param x The X coordinate of the upper left corner of the window. + * \param y The Y coordinate of the upper left corner of the window. + * \param w The width of the window (currently ignored) + * \param h The height of the window (currently ignored) + * + * \returns the new window, or NULL on failure. + * + * \since This function is available since SDL 3.2.0. + */ +SDLTest_TextWindow * SDLCALL SDLTest_TextWindowCreate(float x, float y, float w, float h); + +/* + * Display a multi-line text output window + * + * This function should be called every frame to display the text + * + * \param textwin The text output window + * \param renderer The renderer to use for display + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowDisplay(SDLTest_TextWindow *textwin, SDL_Renderer *renderer); + +/* + * Add text to a multi-line text output window + * + * Adds UTF-8 text to the end of the current text. The newline character starts a + * new line of text. The backspace character deletes the last character or, if the + * line is empty, deletes the line and goes to the end of the previous line. + * + * \param textwin The text output window + * \param fmt A printf() style format string + * \param ... additional parameters matching % tokens in the `fmt` string, if any + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowAddText(SDLTest_TextWindow *textwin, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/* + * Add text to a multi-line text output window + * + * Adds UTF-8 text to the end of the current text. The newline character starts a + * new line of text. The backspace character deletes the last character or, if the + * line is empty, deletes the line and goes to the end of the previous line. + * + * \param textwin The text output window + * \param text The text to add to the window + * \param len The length, in bytes, of the text to add to the window + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowAddTextWithLength(SDLTest_TextWindow *textwin, const char *text, size_t len); + +/* + * Clear the text in a multi-line text output window + * + * \param textwin The text output window + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowClear(SDLTest_TextWindow *textwin); + +/* + * Free the storage associated with a multi-line text output window + * + * \param textwin The text output window + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowDestroy(SDLTest_TextWindow *textwin); + +/* + * Cleanup textures used by font drawing functions. + */ +void SDLCALL SDLTest_CleanupTextDrawing(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_font_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_fuzzer.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_fuzzer.h new file mode 100644 index 0000000..caf11f2 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_fuzzer.h @@ -0,0 +1,371 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Fuzzer functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + + Data generators for fuzzing test data in a reproducible way. + +*/ + +#ifndef SDL_test_fuzzer_h_ +#define SDL_test_fuzzer_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* + Based on GSOC code by Markus Kauppila +*/ + +/** + * Note: The fuzzer implementation uses a static instance of random context + * internally which makes it thread-UNsafe. + */ + +/** + * Initializes the fuzzer for a test + * + * \param execKey Execution "Key" that initializes the random number generator uniquely for the test. + * + */ +void SDLCALL SDLTest_FuzzerInit(Uint64 execKey); + +/** + * Returns a random Uint8 + * + * \returns a generated integer + */ +Uint8 SDLCALL SDLTest_RandomUint8(void); + +/** + * Returns a random Sint8 + * + * \returns a generated signed integer + */ +Sint8 SDLCALL SDLTest_RandomSint8(void); + +/** + * Returns a random Uint16 + * + * \returns a generated integer + */ +Uint16 SDLCALL SDLTest_RandomUint16(void); + +/** + * Returns a random Sint16 + * + * \returns a generated signed integer + */ +Sint16 SDLCALL SDLTest_RandomSint16(void); + +/** + * Returns a random integer + * + * \returns a generated integer + */ +Sint32 SDLCALL SDLTest_RandomSint32(void); + +/** + * Returns a random positive integer + * + * \returns a generated integer + */ +Uint32 SDLCALL SDLTest_RandomUint32(void); + +/** + * Returns random Uint64. + * + * \returns a generated integer + */ +Uint64 SDLTest_RandomUint64(void); + +/** + * Returns random Sint64. + * + * \returns a generated signed integer + */ +Sint64 SDLCALL SDLTest_RandomSint64(void); + +/** + * \returns a random float in range [0.0 - 1.0] + */ +float SDLCALL SDLTest_RandomUnitFloat(void); + +/** + * \returns a random double in range [0.0 - 1.0] + */ +double SDLCALL SDLTest_RandomUnitDouble(void); + +/** + * \returns a random float. + * + */ +float SDLCALL SDLTest_RandomFloat(void); + +/** + * \returns a random double. + * + */ +double SDLCALL SDLTest_RandomDouble(void); + +/** + * Returns a random boundary value for Uint8 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint8BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint8BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint8BoundaryValue(0, 99, false) returns 100 + * RandomUint8BoundaryValue(0, 255, false) returns 0 (error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint8 SDLCALL SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Uint16 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint16BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint16BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint16BoundaryValue(0, 99, false) returns 100 + * RandomUint16BoundaryValue(0, 0xFFFF, false) returns 0 (error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint16 SDLCALL SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Uint32 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint32BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint32BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint32BoundaryValue(0, 99, false) returns 100 + * RandomUint32BoundaryValue(0, 0xFFFFFFFF, false) returns 0 (with error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint32 SDLCALL SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Uint64 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint64BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint64BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint64BoundaryValue(0, 99, false) returns 100 + * RandomUint64BoundaryValue(0, 0xFFFFFFFFFFFFFFFF, false) returns 0 (with error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint64 SDLCALL SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint8 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint8BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint8BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint8BoundaryValue(SINT8_MIN, 99, false) returns 100 + * RandomSint8BoundaryValue(SINT8_MIN, SINT8_MAX, false) returns SINT8_MIN (== error value) with error set + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT8_MIN with error set + */ +Sint8 SDLCALL SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint16 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint16BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint16BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint16BoundaryValue(SINT16_MIN, 99, false) returns 100 + * RandomSint16BoundaryValue(SINT16_MIN, SINT16_MAX, false) returns SINT16_MIN (== error value) with error set + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT16_MIN with error set + */ +Sint16 SDLCALL SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint32 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint32BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint32BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint32BoundaryValue(SINT32_MIN, 99, false) returns 100 + * RandomSint32BoundaryValue(SINT32_MIN, SINT32_MAX, false) returns SINT32_MIN (== error value) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT32_MIN with error set + */ +Sint32 SDLCALL SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint64 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint64BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint64BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint64BoundaryValue(SINT64_MIN, 99, false) returns 100 + * RandomSint64BoundaryValue(SINT64_MIN, SINT64_MAX, false) returns SINT64_MIN (== error value) and error set + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT64_MIN with error set + */ +Sint64 SDLCALL SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, bool validDomain); + +/** + * Returns integer in range [min, max] (inclusive). + * Min and max values can be negative values. + * If Max in smaller than min, then the values are swapped. + * Min and max are the same value, that value will be returned. + * + * \param min Minimum inclusive value of returned random number + * \param max Maximum inclusive value of returned random number + * + * \returns a generated random integer in range + */ +Sint32 SDLCALL SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); + +/** + * Generates random null-terminated string. The minimum length for + * the string is 1 character, maximum length for the string is 255 + * characters and it can contain ASCII characters from 32 to 126. + * + * Note: Returned string needs to be deallocated. + * + * \returns a newly allocated random string; or NULL if length was invalid or string could not be allocated. + */ +char * SDLCALL SDLTest_RandomAsciiString(void); + +/** + * Generates random null-terminated string. The maximum length for + * the string is defined by the maxLength parameter. + * String can contain ASCII characters from 32 to 126. + * + * Note: Returned string needs to be deallocated. + * + * \param maxLength The maximum length of the generated string. + * + * \returns a newly allocated random string; or NULL if maxLength was invalid or string could not be allocated. + */ +char * SDLCALL SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); + +/** + * Generates random null-terminated string. The length for + * the string is defined by the size parameter. + * String can contain ASCII characters from 32 to 126. + * + * Note: Returned string needs to be deallocated. + * + * \param size The length of the generated string + * + * \returns a newly allocated random string; or NULL if size was invalid or string could not be allocated. + */ +char * SDLCALL SDLTest_RandomAsciiStringOfSize(int size); + +/** + * Get the invocation count for the fuzzer since last ...FuzzerInit. + * + * \returns the invocation count. + */ +int SDLCALL SDLTest_GetFuzzerInvocationCount(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_fuzzer_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_harness.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_harness.h new file mode 100644 index 0000000..5d4963e --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_harness.h @@ -0,0 +1,151 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Test suite related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + Defines types for test case definitions and the test execution harness API. + + Based on original GSOC code by Markus Kauppila +*/ + +#ifndef SDL_test_h_arness_h +#define SDL_test_h_arness_h + +#include +#include /* SDLTest_CommonState */ + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* ! Definitions for test case structures */ +#define TEST_ENABLED 1 +#define TEST_DISABLED 0 + +/* ! Definition of all the possible test return values of the test case method */ +#define TEST_ABORTED -1 +#define TEST_STARTED 0 +#define TEST_COMPLETED 1 +#define TEST_SKIPPED 2 + +/* ! Definition of all the possible test results for the harness */ +#define TEST_RESULT_PASSED 0 +#define TEST_RESULT_FAILED 1 +#define TEST_RESULT_NO_ASSERT 2 +#define TEST_RESULT_SKIPPED 3 +#define TEST_RESULT_SETUP_FAILURE 4 + +/* !< Function pointer to a test case setup function (run before every test) */ +typedef void (SDLCALL *SDLTest_TestCaseSetUpFp)(void **arg); + +/* !< Function pointer to a test case function */ +typedef int (SDLCALL *SDLTest_TestCaseFp)(void *arg); + +/* !< Function pointer to a test case teardown function (run after every test) */ +typedef void (SDLCALL *SDLTest_TestCaseTearDownFp)(void *arg); + +/* + * Holds information about a single test case. + */ +typedef struct SDLTest_TestCaseReference { + /* !< Func2Stress */ + SDLTest_TestCaseFp testCase; + /* !< Short name (or function name) "Func2Stress" */ + const char *name; + /* !< Long name or full description "This test pushes func2() to the limit." */ + const char *description; + /* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */ + int enabled; +} SDLTest_TestCaseReference; + +/* + * Holds information about a test suite (multiple test cases). + */ +typedef struct SDLTest_TestSuiteReference { + /* !< "PlatformSuite" */ + const char *name; + /* !< The function that is run before each test. NULL skips. */ + SDLTest_TestCaseSetUpFp testSetUp; + /* !< The test cases that are run as part of the suite. Last item should be NULL. */ + const SDLTest_TestCaseReference **testCases; + /* !< The function that is run after each test. NULL skips. */ + SDLTest_TestCaseTearDownFp testTearDown; +} SDLTest_TestSuiteReference; + + +/* + * Generates a random run seed string for the harness. The generated seed + * will contain alphanumeric characters (0-9A-Z). + * + * \param buffer Buffer in which to generate the random seed. Must have a capacity of at least length + 1 characters. + * \param length Number of alphanumeric characters to write to buffer, must be >0 + * + * \returns A null-terminated seed string and equal to the in put buffer on success, NULL on failure + */ +char * SDLCALL SDLTest_GenerateRunSeed(char *buffer, int length); + +/* + * Holds information about the execution of test suites. + * */ +typedef struct SDLTest_TestSuiteRunner SDLTest_TestSuiteRunner; + +/* + * Create a new test suite runner, that will execute the given test suites. + * It will register the harness cli arguments to the common SDL state. + * + * \param state Common SDL state on which to register CLI arguments. + * \param testSuites NULL-terminated test suites containing test cases. + * + * \returns the test run result: 0 when all tests passed, 1 if any tests failed. + */ +SDLTest_TestSuiteRunner * SDLCALL SDLTest_CreateTestSuiteRunner(SDLTest_CommonState *state, SDLTest_TestSuiteReference *testSuites[]); + +/* + * Destroy a test suite runner. + * It will unregister the harness cli arguments to the common SDL state. + * + * \param runner The runner that should be destroyed. + */ +void SDLCALL SDLTest_DestroyTestSuiteRunner(SDLTest_TestSuiteRunner *runner); + +/* + * Execute a test suite, using the configured run seed, execution key, filter, etc. + * + * \param runner The runner that should be executed. + * + * \returns the test run result: 0 when all tests passed, 1 if any tests failed. + */ +int SDLCALL SDLTest_ExecuteTestSuiteRunner(SDLTest_TestSuiteRunner *runner); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_h_arness_h */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_log.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_log.h new file mode 100644 index 0000000..0d48044 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_log.h @@ -0,0 +1,75 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Logging related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + * + * Wrapper to log in the TEST category + * + */ + +#ifndef SDL_test_log_h_ +#define SDL_test_log_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Prints given message with a timestamp in the TEST category and INFO priority. + * + * \param fmt Message to be logged + */ +void SDLCALL SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Prints given prefix and buffer. + * Non-printible characters in the raw data are substituted by printible alternatives. + * + * \param prefix Prefix message. + * \param buffer Raw data to be escaped. + * \param size Number of bytes in buffer. + */ +void SDLCALL SDLTest_LogEscapedString(const char *prefix, const void *buffer, size_t size); + +/** + * Prints given message with a timestamp in the TEST category and the ERROR priority. + * + * \param fmt Message to be logged + */ +void SDLCALL SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_log_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_md5.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_md5.h new file mode 100644 index 0000000..e9d9639 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_md5.h @@ -0,0 +1,122 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * MD5 related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + *********************************************************************** + ** Header file for implementation of MD5 ** + ** RSA Data Security, Inc. MD5 Message-Digest Algorithm ** + ** Created: 2/17/90 RLR ** + ** Revised: 12/27/90 SRD,AJ,BSK,JT Reference C version ** + ** Revised (for MD5): RLR 4/27/91 ** + ** -- G modified to have y&~z instead of y&z ** + ** -- FF, GG, HH modified to add in last register done ** + ** -- Access pattern: round 2 works mod 5, round 3 works mod 3 ** + ** -- distinct additive constant for each step ** + ** -- round 4 added, working mod 7 ** + *********************************************************************** +*/ + +/* + *********************************************************************** + ** Message-digest routines: ** + ** To form the message digest for a message M ** + ** (1) Initialize a context buffer mdContext using MD5Init ** + ** (2) Call MD5Update on mdContext and M ** + ** (3) Call MD5Final on mdContext ** + ** The message digest is now in mdContext->digest[0...15] ** + *********************************************************************** +*/ + +#ifndef SDL_test_md5_h_ +#define SDL_test_md5_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* ------------ Definitions --------- */ + +/* typedef a 32-bit type */ +typedef Uint32 MD5UINT4; + +/* Data structure for MD5 (Message-Digest) computation */ +typedef struct SDLTest_Md5Context { + MD5UINT4 i[2]; /* number of _bits_ handled mod 2^64 */ + MD5UINT4 buf[4]; /* scratch buffer */ + unsigned char in[64]; /* input buffer */ + unsigned char digest[16]; /* actual digest after Md5Final call */ +} SDLTest_Md5Context; + +/* ---------- Function Prototypes ------------- */ + +/** + * initialize the context + * + * \param mdContext pointer to context variable + * + * Note: The function initializes the message-digest context + * mdContext. Call before each new use of the context - + * all fields are set to zero. + */ +void SDLCALL SDLTest_Md5Init(SDLTest_Md5Context *mdContext); + +/** + * update digest from variable length data + * + * \param mdContext pointer to context variable + * \param inBuf pointer to data array/string + * \param inLen length of data array/string + * + * Note: The function updates the message-digest context to account + * for the presence of each of the characters inBuf[0..inLen-1] + * in the message whose digest is being computed. + */ +void SDLCALL SDLTest_Md5Update(SDLTest_Md5Context *mdContext, unsigned char *inBuf, + unsigned int inLen); + +/** + * complete digest computation + * + * \param mdContext pointer to context variable + * + * Note: The function terminates the message-digest computation and + * ends with the desired message digest in mdContext.digest[0..15]. + * Always call before using the digest[] variable. + */ +void SDLCALL SDLTest_Md5Final(SDLTest_Md5Context *mdContext); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_md5_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_memory.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_memory.h new file mode 100644 index 0000000..1bd9466 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_test_memory.h @@ -0,0 +1,66 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Memory tracking related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +#ifndef SDL_test_memory_h_ +#define SDL_test_memory_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Start tracking SDL memory allocations + * + * \note This should be called before any other SDL functions for complete tracking coverage + */ +void SDLCALL SDLTest_TrackAllocations(void); + +/** + * Fill allocations with random data + * + * \note This implicitly calls SDLTest_TrackAllocations() + */ +void SDLCALL SDLTest_RandFillAllocations(void); + +/** + * Print a log of any outstanding allocations + * + * \note This can be called after SDL_Quit() + */ +void SDLCALL SDLTest_LogAllocations(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_memory_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_thread.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_thread.h new file mode 100644 index 0000000..e981b54 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_thread.h @@ -0,0 +1,578 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_thread_h_ +#define SDL_thread_h_ + +/** + * # CategoryThread + * + * SDL offers cross-platform thread management functions. These are mostly + * concerned with starting threads, setting their priority, and dealing with + * their termination. + * + * In addition, there is support for Thread Local Storage (data that is unique + * to each thread, but accessed from a single key). + * + * On platforms without thread support (such as Emscripten when built without + * pthreads), these functions still exist, but things like SDL_CreateThread() + * will report failure without doing anything. + * + * If you're going to work with threads, you almost certainly need to have a + * good understanding of [CategoryMutex](CategoryMutex) as well. + */ + +#include +#include +#include + +/* Thread synchronization primitives */ +#include + +#if defined(SDL_PLATFORM_WINDOWS) +#include /* _beginthreadex() and _endthreadex() */ +#endif + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The SDL thread object. + * + * These are opaque data. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +typedef struct SDL_Thread SDL_Thread; + +/** + * A unique numeric ID that identifies a thread. + * + * These are different from SDL_Thread objects, which are generally what an + * application will operate on, but having a way to uniquely identify a thread + * can be useful at times. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetThreadID + * \sa SDL_GetCurrentThreadID + */ +typedef Uint64 SDL_ThreadID; + +/** + * Thread local storage ID. + * + * 0 is the invalid ID. An app can create these and then set data for these + * IDs that is unique to each thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetTLS + * \sa SDL_SetTLS + */ +typedef SDL_AtomicInt SDL_TLSID; + +/** + * The SDL thread priority. + * + * SDL will make system changes as necessary in order to apply the thread + * priority. Code which attempts to control thread state related to priority + * should be aware that calling SDL_SetCurrentThreadPriority may alter such + * state. SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of + * this behavior. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ThreadPriority { + SDL_THREAD_PRIORITY_LOW, + SDL_THREAD_PRIORITY_NORMAL, + SDL_THREAD_PRIORITY_HIGH, + SDL_THREAD_PRIORITY_TIME_CRITICAL +} SDL_ThreadPriority; + +/** + * The SDL thread state. + * + * The current state of a thread can be checked by calling SDL_GetThreadState. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetThreadState + */ +typedef enum SDL_ThreadState +{ + SDL_THREAD_UNKNOWN, /**< The thread is not valid */ + SDL_THREAD_ALIVE, /**< The thread is currently running */ + SDL_THREAD_DETACHED, /**< The thread is detached and can't be waited on */ + SDL_THREAD_COMPLETE /**< The thread has finished and should be cleaned up with SDL_WaitThread() */ +} SDL_ThreadState; + +/** + * The function passed to SDL_CreateThread() as the new thread's entry point. + * + * \param data what was passed as `data` to SDL_CreateThread(). + * \returns a value that can be reported through SDL_WaitThread(). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int (SDLCALL *SDL_ThreadFunction) (void *data); + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/* + * Note that these aren't the correct function signatures in this block, but + * this is what the API reference manual should look like for all intents and + * purposes. + * + * Technical details, not for the wiki (hello, header readers!)... + * + * On Windows (and maybe other platforms), a program might use a different + * C runtime than its libraries. Or, in SDL's case, it might use a C runtime + * while SDL uses none at all. + * + * C runtimes expect to initialize thread-specific details when a new thread + * is created, but to do this in SDL_CreateThread would require SDL to know + * intimate details about the caller's C runtime, which is not possible. + * + * So SDL_CreateThread has two extra parameters, which are + * hidden at compile time by macros: the C runtime's `_beginthreadex` and + * `_endthreadex` entry points. If these are not NULL, they are used to spin + * and terminate the new thread; otherwise the standard Win32 `CreateThread` + * function is used. When `SDL_CreateThread` is called from a compiler that + * needs this C runtime thread init function, macros insert the appropriate + * function pointers for SDL_CreateThread's caller (which might be a different + * compiler with a different runtime in different calls to SDL_CreateThread!). + * + * SDL_BeginThreadFunction defaults to `_beginthreadex` on Windows (and NULL + * everywhere else), but apps that have extremely specific special needs can + * define this to something else and the SDL headers will use it, passing the + * app-defined value to SDL_CreateThread calls. Redefine this with caution! + * + * Platforms that don't need _beginthread stuff (most everything) will fail + * SDL_CreateThread with an error if these pointers _aren't_ NULL. + * + * Unless you are doing something extremely complicated, like perhaps a + * language binding, **you should never deal with this directly**. Let SDL's + * macros handle this platform-specific detail transparently! + */ + +/** + * Create a new thread with a default stack size. + * + * This is a convenience function, equivalent to calling + * SDL_CreateThreadWithProperties with the following properties set: + * + * - `SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER`: `fn` + * - `SDL_PROP_THREAD_CREATE_NAME_STRING`: `name` + * - `SDL_PROP_THREAD_CREATE_USERDATA_POINTER`: `data` + * + * Note that this "function" is actually a macro that calls an internal + * function with two extra parameters not listed here; they are hidden through + * preprocessor macros and are needed to support various C runtimes at the + * point of the function call. Language bindings that aren't using the C + * headers will need to deal with this. + * + * Usually, apps should just call this function the same way on every platform + * and let the macros hide the details. + * + * \param fn the SDL_ThreadFunction function to call in the new thread. + * \param name the name of the thread. + * \param data a pointer that is passed to `fn`. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThreadWithProperties + * \sa SDL_WaitThread + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); + +/** + * Create a new thread with with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER`: an SDL_ThreadFunction + * value that will be called at the start of the new thread's life. + * Required. + * - `SDL_PROP_THREAD_CREATE_NAME_STRING`: the name of the new thread, which + * might be available to debuggers. Optional, defaults to NULL. + * - `SDL_PROP_THREAD_CREATE_USERDATA_POINTER`: an arbitrary app-defined + * pointer, which is passed to the entry function on the new thread, as its + * only parameter. Optional, defaults to NULL. + * - `SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER`: the size, in bytes, of the new + * thread's stack. Optional, defaults to 0 (system-defined default). + * + * SDL makes an attempt to report `SDL_PROP_THREAD_CREATE_NAME_STRING` to the + * system, so that debuggers can display it. Not all platforms support this. + * + * Thread naming is a little complicated: Most systems have very small limits + * for the string length (Haiku has 32 bytes, Linux currently has 16, Visual + * C++ 6.0 has _nine_!), and possibly other arbitrary rules. You'll have to + * see what happens with your system's debugger. The name should be UTF-8 (but + * using the naming limits of C identifiers is a better bet). There are no + * requirements for thread naming conventions, so long as the string is + * null-terminated UTF-8, but these guidelines are helpful in choosing a name: + * + * https://stackoverflow.com/questions/149932/naming-conventions-for-threads + * + * If a system imposes requirements, SDL will try to munge the string for it + * (truncate, etc), but the original string contents will be available from + * SDL_GetThreadName(). + * + * The size (in bytes) of the new stack can be specified with + * `SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER`. Zero means "use the system + * default" which might be wildly different between platforms. x86 Linux + * generally defaults to eight megabytes, an embedded device might be a few + * kilobytes instead. You generally need to specify a stack that is a multiple + * of the system's page size (in many cases, this is 4 kilobytes, but check + * your system documentation). + * + * Note that this "function" is actually a macro that calls an internal + * function with two extra parameters not listed here; they are hidden through + * preprocessor macros and are needed to support various C runtimes at the + * point of the function call. Language bindings that aren't using the C + * headers will need to deal with this. + * + * The actual symbol in SDL is `SDL_CreateThreadWithPropertiesRuntime`, so + * there is no symbol clash, but trying to load an SDL shared library and look + * for "SDL_CreateThreadWithProperties" will fail. + * + * Usually, apps should just call this function the same way on every platform + * and let the macros hide the details. + * + * \param props the properties to use. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER "SDL.thread.create.entry_function" +#define SDL_PROP_THREAD_CREATE_NAME_STRING "SDL.thread.create.name" +#define SDL_PROP_THREAD_CREATE_USERDATA_POINTER "SDL.thread.create.userdata" +#define SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER "SDL.thread.create.stacksize" + +/* end wiki documentation for macros that are meant to look like functions. */ +#endif + + +/* The real implementation, hidden from the wiki, so it can show this as real functions that don't have macro magic. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +# if defined(SDL_PLATFORM_WINDOWS) +# ifndef SDL_BeginThreadFunction +# define SDL_BeginThreadFunction _beginthreadex +# endif +# ifndef SDL_EndThreadFunction +# define SDL_EndThreadFunction _endthreadex +# endif +# endif +#endif + +/* currently no other platforms than Windows use _beginthreadex/_endthreadex things. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +# ifndef SDL_BeginThreadFunction +# define SDL_BeginThreadFunction NULL +# endif +#endif + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +# ifndef SDL_EndThreadFunction +# define SDL_EndThreadFunction NULL +# endif +#endif + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +/* These are the actual functions exported from SDL! Don't use them directly! Use the SDL_CreateThread and SDL_CreateThreadWithProperties macros! */ +/** + * The actual entry point for SDL_CreateThread. + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param data a pointer that is passed to `fn` + * \param pfnBeginThread the C runtime's _beginthreadex (or whatnot). Can be NULL. + * \param pfnEndThread the C runtime's _endthreadex (or whatnot). Can be NULL. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadRuntime(SDL_ThreadFunction fn, const char *name, void *data, SDL_FunctionPointer pfnBeginThread, SDL_FunctionPointer pfnEndThread); + +/** + * The actual entry point for SDL_CreateThreadWithProperties. + * + * \param props the properties to use + * \param pfnBeginThread the C runtime's _beginthreadex (or whatnot). Can be NULL. + * \param pfnEndThread the C runtime's _endthreadex (or whatnot). Can be NULL. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadWithPropertiesRuntime(SDL_PropertiesID props, SDL_FunctionPointer pfnBeginThread, SDL_FunctionPointer pfnEndThread); + +#define SDL_CreateThread(fn, name, data) SDL_CreateThreadRuntime((fn), (name), (data), (SDL_FunctionPointer) (SDL_BeginThreadFunction), (SDL_FunctionPointer) (SDL_EndThreadFunction)) +#define SDL_CreateThreadWithProperties(props) SDL_CreateThreadWithPropertiesRuntime((props), (SDL_FunctionPointer) (SDL_BeginThreadFunction), (SDL_FunctionPointer) (SDL_EndThreadFunction)) +#define SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER "SDL.thread.create.entry_function" +#define SDL_PROP_THREAD_CREATE_NAME_STRING "SDL.thread.create.name" +#define SDL_PROP_THREAD_CREATE_USERDATA_POINTER "SDL.thread.create.userdata" +#define SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER "SDL.thread.create.stacksize" +#endif + + +/** + * Get the thread name as it was specified in SDL_CreateThread(). + * + * \param thread the thread to query. + * \returns a pointer to a UTF-8 string that names the specified thread, or + * NULL if it doesn't have a name. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetThreadName(SDL_Thread *thread); + +/** + * Get the thread identifier for the current thread. + * + * This thread identifier is as reported by the underlying operating system. + * If SDL is running on a platform that does not support threads the return + * value will always be zero. + * + * This function also returns a valid thread ID when called from the main + * thread. + * + * \returns the ID of the current thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetThreadID + */ +extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetCurrentThreadID(void); + +/** + * Get the thread identifier for the specified thread. + * + * This thread identifier is as reported by the underlying operating system. + * If SDL is running on a platform that does not support threads the return + * value will always be zero. + * + * \param thread the thread to query. + * \returns the ID of the specified thread, or the ID of the current thread if + * `thread` is NULL. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentThreadID + */ +extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetThreadID(SDL_Thread *thread); + +/** + * Set the priority for the current thread. + * + * Note that some platforms will not let you alter the priority (or at least, + * promote the thread to a higher priority) at all, and some require you to be + * an administrator account. Be prepared for this to fail. + * + * \param priority the SDL_ThreadPriority to set. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetCurrentThreadPriority(SDL_ThreadPriority priority); + +/** + * Wait for a thread to finish. + * + * Threads that haven't been detached will remain until this function cleans + * them up. Not doing so is a resource leak. + * + * Once a thread has been cleaned up through this function, the SDL_Thread + * that references it becomes invalid and should not be referenced again. As + * such, only one thread may call SDL_WaitThread() on another. + * + * The return code from the thread function is placed in the area pointed to + * by `status`, if `status` is not NULL. + * + * You may not wait on a thread that has been used in a call to + * SDL_DetachThread(). Use either that function or this one, but not both, or + * behavior is undefined. + * + * It is safe to pass a NULL thread to this function; it is a no-op. + * + * Note that the thread pointer is freed by this function and is not valid + * afterward. + * + * \param thread the SDL_Thread pointer that was returned from the + * SDL_CreateThread() call that started this thread. + * \param status a pointer filled in with the value returned from the thread + * function by its 'return', or -1 if the thread has been + * detached or isn't valid, may be NULL. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_DetachThread + */ +extern SDL_DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread *thread, int *status); + +/** + * Get the current state of a thread. + * + * \param thread the thread to query. + * \returns the current state of a thread, or SDL_THREAD_UNKNOWN if the thread + * isn't valid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ThreadState + */ +extern SDL_DECLSPEC SDL_ThreadState SDLCALL SDL_GetThreadState(SDL_Thread *thread); + +/** + * Let a thread clean up on exit without intervention. + * + * A thread may be "detached" to signify that it should not remain until + * another thread has called SDL_WaitThread() on it. Detaching a thread is + * useful for long-running threads that nothing needs to synchronize with or + * further manage. When a detached thread is done, it simply goes away. + * + * There is no way to recover the return code of a detached thread. If you + * need this, don't detach the thread and instead use SDL_WaitThread(). + * + * Once a thread is detached, you should usually assume the SDL_Thread isn't + * safe to reference again, as it will become invalid immediately upon the + * detached thread's exit, instead of remaining until someone has called + * SDL_WaitThread() to finally clean it up. As such, don't detach the same + * thread more than once. + * + * If a thread has already exited when passed to SDL_DetachThread(), it will + * stop waiting for a call to SDL_WaitThread() and clean up immediately. It is + * not safe to detach a thread that might be used with SDL_WaitThread(). + * + * You may not call SDL_WaitThread() on a thread that has been detached. Use + * either that function or this one, but not both, or behavior is undefined. + * + * It is safe to pass NULL to this function; it is a no-op. + * + * \param thread the SDL_Thread pointer that was returned from the + * SDL_CreateThread() call that started this thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +extern SDL_DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread *thread); + +/** + * Get the current thread's value associated with a thread local storage ID. + * + * \param id a pointer to the thread local storage ID, may not be NULL. + * \returns the value associated with the ID for the current thread or NULL if + * no value has been set; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTLS + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetTLS(SDL_TLSID *id); + +/** + * The callback used to cleanup data passed to SDL_SetTLS. + * + * This is called when a thread exits, to allow an app to free any resources. + * + * \param value a pointer previously handed to SDL_SetTLS. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetTLS + */ +typedef void (SDLCALL *SDL_TLSDestructorCallback)(void *value); + +/** + * Set the current thread's value associated with a thread local storage ID. + * + * If the thread local storage ID is not initialized (the value is 0), a new + * ID will be created in a thread-safe way, so all calls using a pointer to + * the same ID will refer to the same local storage. + * + * Note that replacing a value from a previous call to this function on the + * same thread does _not_ call the previous value's destructor! + * + * `destructor` can be NULL; it is assumed that `value` does not need to be + * cleaned up if so. + * + * \param id a pointer to the thread local storage ID, may not be NULL. + * \param value the value to associate with the ID for the current thread. + * \param destructor a function called when the thread exits, to free the + * value, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTLS + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTLS(SDL_TLSID *id, const void *value, SDL_TLSDestructorCallback destructor); + +/** + * Cleanup all TLS data for this thread. + * + * If you are creating your threads outside of SDL and then calling SDL + * functions, you should call this function before your thread exits, to + * properly clean up SDL memory. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CleanupTLS(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_thread_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_time.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_time.h new file mode 100644 index 0000000..b6d3f6d --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_time.h @@ -0,0 +1,231 @@ +/* +Simple DirectMedia Layer +Copyright (C) 1997-2025 Sam Lantinga + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_time_h_ +#define SDL_time_h_ + +/** + * # CategoryTime + * + * SDL realtime clock and date/time routines. + * + * There are two data types that are used in this category: SDL_Time, which + * represents the nanoseconds since a specific moment (an "epoch"), and + * SDL_DateTime, which breaks time down into human-understandable components: + * years, months, days, hours, etc. + * + * Much of the functionality is involved in converting those two types to + * other useful forms. + */ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A structure holding a calendar date and time broken down into its + * components. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_DateTime +{ + int year; /**< Year */ + int month; /**< Month [01-12] */ + int day; /**< Day of the month [01-31] */ + int hour; /**< Hour [0-23] */ + int minute; /**< Minute [0-59] */ + int second; /**< Seconds [0-60] */ + int nanosecond; /**< Nanoseconds [0-999999999] */ + int day_of_week; /**< Day of the week [0-6] (0 being Sunday) */ + int utc_offset; /**< Seconds east of UTC */ +} SDL_DateTime; + +/** + * The preferred date format of the current system locale. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetDateTimeLocalePreferences + */ +typedef enum SDL_DateFormat +{ + SDL_DATE_FORMAT_YYYYMMDD = 0, /**< Year/Month/Day */ + SDL_DATE_FORMAT_DDMMYYYY = 1, /**< Day/Month/Year */ + SDL_DATE_FORMAT_MMDDYYYY = 2 /**< Month/Day/Year */ +} SDL_DateFormat; + +/** + * The preferred time format of the current system locale. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetDateTimeLocalePreferences + */ +typedef enum SDL_TimeFormat +{ + SDL_TIME_FORMAT_24HR = 0, /**< 24 hour time */ + SDL_TIME_FORMAT_12HR = 1 /**< 12 hour time */ +} SDL_TimeFormat; + +/** + * Gets the current preferred date and time format for the system locale. + * + * This might be a "slow" call that has to query the operating system. It's + * best to ask for this once and save the results. However, the preferred + * formats can change, usually because the user has changed a system + * preference outside of your program. + * + * \param dateFormat a pointer to the SDL_DateFormat to hold the returned date + * format, may be NULL. + * \param timeFormat a pointer to the SDL_TimeFormat to hold the returned time + * format, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDateTimeLocalePreferences(SDL_DateFormat *dateFormat, SDL_TimeFormat *timeFormat); + +/** + * Gets the current value of the system realtime clock in nanoseconds since + * Jan 1, 1970 in Universal Coordinated Time (UTC). + * + * \param ticks the SDL_Time to hold the returned tick count. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentTime(SDL_Time *ticks); + +/** + * Converts an SDL_Time in nanoseconds since the epoch to a calendar time in + * the SDL_DateTime format. + * + * \param ticks the SDL_Time to be converted. + * \param dt the resulting SDL_DateTime. + * \param localTime the resulting SDL_DateTime will be expressed in local time + * if true, otherwise it will be in Universal Coordinated + * Time (UTC). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TimeToDateTime(SDL_Time ticks, SDL_DateTime *dt, bool localTime); + +/** + * Converts a calendar time to an SDL_Time in nanoseconds since the epoch. + * + * This function ignores the day_of_week member of the SDL_DateTime struct, so + * it may remain unset. + * + * \param dt the source SDL_DateTime. + * \param ticks the resulting SDL_Time. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DateTimeToTime(const SDL_DateTime *dt, SDL_Time *ticks); + +/** + * Converts an SDL time into a Windows FILETIME (100-nanosecond intervals + * since January 1, 1601). + * + * This function fills in the two 32-bit values of the FILETIME structure. + * + * \param ticks the time to convert. + * \param dwLowDateTime a pointer filled in with the low portion of the + * Windows FILETIME value. + * \param dwHighDateTime a pointer filled in with the high portion of the + * Windows FILETIME value. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_TimeToWindows(SDL_Time ticks, Uint32 *dwLowDateTime, Uint32 *dwHighDateTime); + +/** + * Converts a Windows FILETIME (100-nanosecond intervals since January 1, + * 1601) to an SDL time. + * + * This function takes the two 32-bit values of the FILETIME structure as + * parameters. + * + * \param dwLowDateTime the low portion of the Windows FILETIME value. + * \param dwHighDateTime the high portion of the Windows FILETIME value. + * \returns the converted SDL time. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Time SDLCALL SDL_TimeFromWindows(Uint32 dwLowDateTime, Uint32 dwHighDateTime); + +/** + * Get the number of days in a month for a given year. + * + * \param year the year. + * \param month the month [1-12]. + * \returns the number of days in the requested month or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDaysInMonth(int year, int month); + +/** + * Get the day of year for a calendar date. + * + * \param year the year component of the date. + * \param month the month component of the date. + * \param day the day component of the date. + * \returns the day of year [0-365] if the date is valid or -1 on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDayOfYear(int year, int month, int day); + +/** + * Get the day of week for a calendar date. + * + * \param year the year component of the date. + * \param month the month component of the date. + * \param day the day component of the date. + * \returns a value between 0 and 6 (0 being Sunday) if the date is valid or + * -1 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDayOfWeek(int year, int month, int day); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_time_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_timer.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_timer.h new file mode 100644 index 0000000..cf94881 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_timer.h @@ -0,0 +1,450 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_timer_h_ +#define SDL_timer_h_ + +/** + * # CategoryTimer + * + * SDL provides time management functionality. It is useful for dealing with + * (usually) small durations of time. + * + * This is not to be confused with _calendar time_ management, which is + * provided by [CategoryTime](CategoryTime). + * + * This category covers measuring time elapsed (SDL_GetTicks(), + * SDL_GetPerformanceCounter()), putting a thread to sleep for a certain + * amount of time (SDL_Delay(), SDL_DelayNS(), SDL_DelayPrecise()), and firing + * a callback function after a certain amount of time has elasped + * (SDL_AddTimer(), etc). + * + * There are also useful macros to convert between time units, like + * SDL_SECONDS_TO_NS() and such. + */ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* SDL time constants */ + +/** + * Number of milliseconds in a second. + * + * This is always 1000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MS_PER_SECOND 1000 + +/** + * Number of microseconds in a second. + * + * This is always 1000000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_US_PER_SECOND 1000000 + +/** + * Number of nanoseconds in a second. + * + * This is always 1000000000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_PER_SECOND 1000000000LL + +/** + * Number of nanoseconds in a millisecond. + * + * This is always 1000000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_PER_MS 1000000 + +/** + * Number of nanoseconds in a microsecond. + * + * This is always 1000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_PER_US 1000 + +/** + * Convert seconds to nanoseconds. + * + * This only converts whole numbers, not fractional seconds. + * + * \param S the number of seconds to convert. + * \returns S, expressed in nanoseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SECONDS_TO_NS(S) (((Uint64)(S)) * SDL_NS_PER_SECOND) + +/** + * Convert nanoseconds to seconds. + * + * This performs a division, so the results can be dramatically different if + * `NS` is an integer or floating point value. + * + * \param NS the number of nanoseconds to convert. + * \returns NS, expressed in seconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_TO_SECONDS(NS) ((NS) / SDL_NS_PER_SECOND) + +/** + * Convert milliseconds to nanoseconds. + * + * This only converts whole numbers, not fractional milliseconds. + * + * \param MS the number of milliseconds to convert. + * \returns MS, expressed in nanoseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MS_TO_NS(MS) (((Uint64)(MS)) * SDL_NS_PER_MS) + +/** + * Convert nanoseconds to milliseconds. + * + * This performs a division, so the results can be dramatically different if + * `NS` is an integer or floating point value. + * + * \param NS the number of nanoseconds to convert. + * \returns NS, expressed in milliseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_TO_MS(NS) ((NS) / SDL_NS_PER_MS) + +/** + * Convert microseconds to nanoseconds. + * + * This only converts whole numbers, not fractional microseconds. + * + * \param US the number of microseconds to convert. + * \returns US, expressed in nanoseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_US_TO_NS(US) (((Uint64)(US)) * SDL_NS_PER_US) + +/** + * Convert nanoseconds to microseconds. + * + * This performs a division, so the results can be dramatically different if + * `NS` is an integer or floating point value. + * + * \param NS the number of nanoseconds to convert. + * \returns NS, expressed in microseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_TO_US(NS) ((NS) / SDL_NS_PER_US) + +/** + * Get the number of milliseconds since SDL library initialization. + * + * \returns an unsigned 64-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetTicks(void); + +/** + * Get the number of nanoseconds since SDL library initialization. + * + * \returns an unsigned 64-bit value representing the number of nanoseconds + * since the SDL library initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetTicksNS(void); + +/** + * Get the current value of the high resolution counter. + * + * This function is typically used for profiling. + * + * The counter values are only meaningful relative to each other. Differences + * between values can be converted to times by using + * SDL_GetPerformanceFrequency(). + * + * \returns the current counter value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPerformanceFrequency + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void); + +/** + * Get the count per second of the high resolution counter. + * + * \returns a platform-specific count per second. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPerformanceCounter + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void); + +/** + * Wait a specified number of milliseconds before returning. + * + * This function waits a specified number of milliseconds before returning. It + * waits at least the specified time, but possibly longer due to OS + * scheduling. + * + * \param ms the number of milliseconds to delay. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DelayNS + * \sa SDL_DelayPrecise + */ +extern SDL_DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); + +/** + * Wait a specified number of nanoseconds before returning. + * + * This function waits a specified number of nanoseconds before returning. It + * waits at least the specified time, but possibly longer due to OS + * scheduling. + * + * \param ns the number of nanoseconds to delay. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Delay + * \sa SDL_DelayPrecise + */ +extern SDL_DECLSPEC void SDLCALL SDL_DelayNS(Uint64 ns); + +/** + * Wait a specified number of nanoseconds before returning. + * + * This function waits a specified number of nanoseconds before returning. It + * will attempt to wait as close to the requested time as possible, busy + * waiting if necessary, but could return later due to OS scheduling. + * + * \param ns the number of nanoseconds to delay. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Delay + * \sa SDL_DelayNS + */ +extern SDL_DECLSPEC void SDLCALL SDL_DelayPrecise(Uint64 ns); + +/** + * Definition of the timer ID type. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_TimerID; + +/** + * Function prototype for the millisecond timer callback function. + * + * The callback function is passed the current timer interval and returns the + * next timer interval, in milliseconds. If the returned value is the same as + * the one passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is canceled and + * will be removed. + * + * \param userdata an arbitrary pointer provided by the app through + * SDL_AddTimer, for its own use. + * \param timerID the current timer being processed. + * \param interval the current callback time interval. + * \returns the new callback time interval, or 0 to disable further runs of + * the callback. + * + * \threadsafety SDL may call this callback at any time from a background + * thread; the application is responsible for locking resources + * the callback touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_AddTimer + */ +typedef Uint32 (SDLCALL *SDL_TimerCallback)(void *userdata, SDL_TimerID timerID, Uint32 interval); + +/** + * Call a callback function at a future time. + * + * The callback function is passed the current timer interval and the user + * supplied parameter from the SDL_AddTimer() call and should return the next + * timer interval. If the value returned from the callback is 0, the timer is + * canceled and will be removed. + * + * The callback is run on a separate thread, and for short timeouts can + * potentially be called before this function returns. + * + * Timers take into account the amount of time it took to execute the + * callback. For example, if the callback took 250 ms to execute and returned + * 1000 (ms), the timer would only wait another 750 ms before its next + * iteration. + * + * Timing may be inexact due to OS scheduling. Be sure to note the current + * time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your + * callback needs to adjust for variances. + * + * \param interval the timer delay, in milliseconds, passed to `callback`. + * \param callback the SDL_TimerCallback function to call when the specified + * `interval` elapses. + * \param userdata a pointer that is passed to `callback`. + * \returns a timer ID or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddTimerNS + * \sa SDL_RemoveTimer + */ +extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata); + +/** + * Function prototype for the nanosecond timer callback function. + * + * The callback function is passed the current timer interval and returns the + * next timer interval, in nanoseconds. If the returned value is the same as + * the one passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is canceled and + * will be removed. + * + * \param userdata an arbitrary pointer provided by the app through + * SDL_AddTimer, for its own use. + * \param timerID the current timer being processed. + * \param interval the current callback time interval. + * \returns the new callback time interval, or 0 to disable further runs of + * the callback. + * + * \threadsafety SDL may call this callback at any time from a background + * thread; the application is responsible for locking resources + * the callback touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_AddTimerNS + */ +typedef Uint64 (SDLCALL *SDL_NSTimerCallback)(void *userdata, SDL_TimerID timerID, Uint64 interval); + +/** + * Call a callback function at a future time. + * + * The callback function is passed the current timer interval and the user + * supplied parameter from the SDL_AddTimerNS() call and should return the + * next timer interval. If the value returned from the callback is 0, the + * timer is canceled and will be removed. + * + * The callback is run on a separate thread, and for short timeouts can + * potentially be called before this function returns. + * + * Timers take into account the amount of time it took to execute the + * callback. For example, if the callback took 250 ns to execute and returned + * 1000 (ns), the timer would only wait another 750 ns before its next + * iteration. + * + * Timing may be inexact due to OS scheduling. Be sure to note the current + * time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your + * callback needs to adjust for variances. + * + * \param interval the timer delay, in nanoseconds, passed to `callback`. + * \param callback the SDL_TimerCallback function to call when the specified + * `interval` elapses. + * \param userdata a pointer that is passed to `callback`. + * \returns a timer ID or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddTimer + * \sa SDL_RemoveTimer + */ +extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata); + +/** + * Remove a timer created with SDL_AddTimer(). + * + * \param id the ID of the timer to remove. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddTimer + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_timer_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_touch.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_touch.h new file mode 100644 index 0000000..64845a1 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_touch.h @@ -0,0 +1,184 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryTouch + * + * SDL offers touch input, on platforms that support it. It can manage + * multiple touch devices and track multiple fingers on those devices. + * + * Touches are mostly dealt with through the event system, in the + * SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_MOTION, and SDL_EVENT_FINGER_UP + * events, but there are also functions to query for hardware details, etc. + * + * The touch system, by default, will also send virtual mouse events; this can + * be useful for making a some desktop apps work on a phone without + * significant changes. For apps that care about mouse and touch input + * separately, they should ignore mouse events that have a `which` field of + * SDL_TOUCH_MOUSEID. + */ + +#ifndef SDL_touch_h_ +#define SDL_touch_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A unique ID for a touch device. + * + * This ID is valid for the time the device is connected to the system, and is + * never reused for the lifetime of the application. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint64 SDL_TouchID; + +/** + * A unique ID for a single finger on a touch device. + * + * This ID is valid for the time the finger (stylus, etc) is touching and will + * be unique for all fingers currently in contact, so this ID tracks the + * lifetime of a single continuous touch. This value may represent an index, a + * pointer, or some other unique ID, depending on the platform. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint64 SDL_FingerID; + +/** + * An enum that describes the type of a touch device. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_TouchDeviceType +{ + SDL_TOUCH_DEVICE_INVALID = -1, + SDL_TOUCH_DEVICE_DIRECT, /**< touch screen with window-relative coordinates */ + SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE, /**< trackpad with absolute device coordinates */ + SDL_TOUCH_DEVICE_INDIRECT_RELATIVE /**< trackpad with screen cursor-relative coordinates */ +} SDL_TouchDeviceType; + +/** + * Data about a single finger in a multitouch event. + * + * Each touch event is a collection of fingers that are simultaneously in + * contact with the touch device (so a "touch" can be a "multitouch," in + * reality), and this struct reports details of the specific fingers. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetTouchFingers + */ +typedef struct SDL_Finger +{ + SDL_FingerID id; /**< the finger ID */ + float x; /**< the x-axis location of the touch event, normalized (0...1) */ + float y; /**< the y-axis location of the touch event, normalized (0...1) */ + float pressure; /**< the quantity of pressure applied, normalized (0...1) */ +} SDL_Finger; + +/** + * The SDL_MouseID for mouse events simulated with touch input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TOUCH_MOUSEID ((SDL_MouseID)-1) + +/** + * The SDL_TouchID for touch events simulated with mouse input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MOUSE_TOUCHID ((SDL_TouchID)-1) + + +/** + * Get a list of registered touch devices. + * + * On some platforms SDL first sees the touch device if it was actually used. + * Therefore the returned list might be empty, although devices are available. + * After using all devices at least once the number will be correct. + * + * \param count a pointer filled in with the number of devices returned, may + * be NULL. + * \returns a 0 terminated array of touch device IDs or NULL on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_TouchID * SDLCALL SDL_GetTouchDevices(int *count); + +/** + * Get the touch device name as reported from the driver. + * + * \param touchID the touch device instance ID. + * \returns touch device name, or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetTouchDeviceName(SDL_TouchID touchID); + +/** + * Get the type of the given touch device. + * + * \param touchID the ID of a touch device. + * \returns touch device type. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID); + +/** + * Get a list of active fingers for a given touch device. + * + * \param touchID the ID of a touch device. + * \param count a pointer filled in with the number of fingers returned, can + * be NULL. + * \returns a NULL terminated array of SDL_Finger pointers or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Finger ** SDLCALL SDL_GetTouchFingers(SDL_TouchID touchID, int *count); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_touch_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_tray.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_tray.h new file mode 100644 index 0000000..1780b0b --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_tray.h @@ -0,0 +1,544 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryTray + * + * SDL offers a way to add items to the "system tray" (more correctly called + * the "notification area" on Windows). On platforms that offer this concept, + * an SDL app can add a tray icon, submenus, checkboxes, and clickable + * entries, and register a callback that is fired when the user clicks on + * these pieces. + */ + +#ifndef SDL_tray_h_ +#define SDL_tray_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque handle representing a toplevel system tray object. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Tray SDL_Tray; + +/** + * An opaque handle representing a menu/submenu on a system tray object. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TrayMenu SDL_TrayMenu; + +/** + * An opaque handle representing an entry on a system tray object. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TrayEntry SDL_TrayEntry; + +/** + * Flags that control the creation of system tray entries. + * + * Some of these flags are required; exactly one of them must be specified at + * the time a tray entry is created. Other flags are optional; zero or more of + * those can be OR'ed together with the required flag. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + */ +typedef Uint32 SDL_TrayEntryFlags; + +#define SDL_TRAYENTRY_BUTTON 0x00000001u /**< Make the entry a simple button. Required. */ +#define SDL_TRAYENTRY_CHECKBOX 0x00000002u /**< Make the entry a checkbox. Required. */ +#define SDL_TRAYENTRY_SUBMENU 0x00000004u /**< Prepare the entry to have a submenu. Required */ +#define SDL_TRAYENTRY_DISABLED 0x80000000u /**< Make the entry disabled. Optional. */ +#define SDL_TRAYENTRY_CHECKED 0x40000000u /**< Make the entry checked. This is valid only for checkboxes. Optional. */ + +/** + * A callback that is invoked when a tray entry is selected. + * + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param entry the tray entry that was selected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetTrayEntryCallback + */ +typedef void (SDLCALL *SDL_TrayCallback)(void *userdata, SDL_TrayEntry *entry); + +/** + * Create an icon to be placed in the operating system's tray, or equivalent. + * + * Many platforms advise not using a system tray unless persistence is a + * necessary feature. Avoid needlessly creating a tray icon, as the user may + * feel like it clutters their interface. + * + * Using tray icons require the video subsystem. + * + * \param icon a surface to be used as icon. May be NULL. + * \param tooltip a tooltip to be displayed when the mouse hovers the icon in + * UTF-8 encoding. Not supported on all platforms. May be NULL. + * \returns The newly created system tray icon. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTrayMenu + * \sa SDL_GetTrayMenu + * \sa SDL_DestroyTray + */ +extern SDL_DECLSPEC SDL_Tray * SDLCALL SDL_CreateTray(SDL_Surface *icon, const char *tooltip); + +/** + * Updates the system tray icon's icon. + * + * \param tray the tray icon to be updated. + * \param icon the new icon. May be NULL. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayIcon(SDL_Tray *tray, SDL_Surface *icon); + +/** + * Updates the system tray icon's tooltip. + * + * \param tray the tray icon to be updated. + * \param tooltip the new tooltip in UTF-8 encoding. May be NULL. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayTooltip(SDL_Tray *tray, const char *tooltip); + +/** + * Create a menu for a system tray. + * + * This should be called at most once per tray icon. + * + * This function does the same thing as SDL_CreateTraySubmenu(), except that + * it takes a SDL_Tray instead of a SDL_TrayEntry. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param tray the tray to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + * \sa SDL_GetTrayMenu + * \sa SDL_GetTrayMenuParentTray + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_CreateTrayMenu(SDL_Tray *tray); + +/** + * Create a submenu for a system tray entry. + * + * This should be called at most once per tray entry. + * + * This function does the same thing as SDL_CreateTrayMenu, except that it + * takes a SDL_TrayEntry instead of a SDL_Tray. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param entry the tray entry to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTraySubmenu + * \sa SDL_GetTrayMenuParentEntry + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_CreateTraySubmenu(SDL_TrayEntry *entry); + +/** + * Gets a previously created tray menu. + * + * You should have called SDL_CreateTrayMenu() on the tray object. This + * function allows you to fetch it again later. + * + * This function does the same thing as SDL_GetTraySubmenu(), except that it + * takes a SDL_Tray instead of a SDL_TrayEntry. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param tray the tray entry to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + * \sa SDL_CreateTrayMenu + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_GetTrayMenu(SDL_Tray *tray); + +/** + * Gets a previously created tray entry submenu. + * + * You should have called SDL_CreateTraySubmenu() on the entry object. This + * function allows you to fetch it again later. + * + * This function does the same thing as SDL_GetTrayMenu(), except that it + * takes a SDL_TrayEntry instead of a SDL_Tray. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param entry the tray entry to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + * \sa SDL_CreateTraySubmenu + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_GetTraySubmenu(SDL_TrayEntry *entry); + +/** + * Returns a list of entries in the menu, in order. + * + * \param menu The menu to get entries from. + * \param count An optional pointer to obtain the number of entries in the + * menu. + * \returns a NULL-terminated list of entries within the given menu. The + * pointer becomes invalid when any function that inserts or deletes + * entries in the menu is called. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveTrayEntry + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC const SDL_TrayEntry ** SDLCALL SDL_GetTrayEntries(SDL_TrayMenu *menu, int *count); + +/** + * Removes a tray entry. + * + * \param entry The entry to be deleted. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveTrayEntry(SDL_TrayEntry *entry); + +/** + * Insert a tray entry at a given position. + * + * If label is NULL, the entry will be a separator. Many functions won't work + * for an entry that is a separator. + * + * An entry does not need to be destroyed; it will be destroyed with the tray. + * + * \param menu the menu to append the entry to. + * \param pos the desired position for the new entry. Entries at or following + * this place will be moved. If pos is -1, the entry is appended. + * \param label the text to be displayed on the entry, in UTF-8 encoding, or + * NULL for a separator. + * \param flags a combination of flags, some of which are mandatory. + * \returns the newly created entry, or NULL if pos is out of bounds. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TrayEntryFlags + * \sa SDL_GetTrayEntries + * \sa SDL_RemoveTrayEntry + * \sa SDL_GetTrayEntryParent + */ +extern SDL_DECLSPEC SDL_TrayEntry * SDLCALL SDL_InsertTrayEntryAt(SDL_TrayMenu *menu, int pos, const char *label, SDL_TrayEntryFlags flags); + +/** + * Sets the label of an entry. + * + * An entry cannot change between a separator and an ordinary entry; that is, + * it is not possible to set a non-NULL label on an entry that has a NULL + * label (separators), or to set a NULL label to an entry that has a non-NULL + * label. The function will silently fail if that happens. + * + * \param entry the entry to be updated. + * \param label the new label for the entry in UTF-8 encoding. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTrayEntryLabel + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryLabel(SDL_TrayEntry *entry, const char *label); + +/** + * Gets the label of an entry. + * + * If the returned value is NULL, the entry is a separator. + * + * \param entry the entry to be read. + * \returns the label of the entry in UTF-8 encoding. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_SetTrayEntryLabel + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetTrayEntryLabel(SDL_TrayEntry *entry); + +/** + * Sets whether or not an entry is checked. + * + * The entry must have been created with the SDL_TRAYENTRY_CHECKBOX flag. + * + * \param entry the entry to be updated. + * \param checked true if the entry should be checked; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTrayEntryChecked + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryChecked(SDL_TrayEntry *entry, bool checked); + +/** + * Gets whether or not an entry is checked. + * + * The entry must have been created with the SDL_TRAYENTRY_CHECKBOX flag. + * + * \param entry the entry to be read. + * \returns true if the entry is checked; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_SetTrayEntryChecked + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTrayEntryChecked(SDL_TrayEntry *entry); + +/** + * Sets whether or not an entry is enabled. + * + * \param entry the entry to be updated. + * \param enabled true if the entry should be enabled; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTrayEntryEnabled + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryEnabled(SDL_TrayEntry *entry, bool enabled); + +/** + * Gets whether or not an entry is enabled. + * + * \param entry the entry to be read. + * \returns true if the entry is enabled; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_SetTrayEntryEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTrayEntryEnabled(SDL_TrayEntry *entry); + +/** + * Sets a callback to be invoked when the entry is selected. + * + * \param entry the entry to be updated. + * \param callback a callback to be invoked when the entry is selected. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryCallback(SDL_TrayEntry *entry, SDL_TrayCallback callback, void *userdata); + +/** + * Simulate a click on a tray entry. + * + * \param entry The entry to activate. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ClickTrayEntry(SDL_TrayEntry *entry); + +/** + * Destroys a tray object. + * + * This also destroys all associated menus and entries. + * + * \param tray the tray icon to be destroyed. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyTray(SDL_Tray *tray); + +/** + * Gets the menu containing a certain tray entry. + * + * \param entry the entry for which to get the parent menu. + * \returns the parent menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_GetTrayEntryParent(SDL_TrayEntry *entry); + +/** + * Gets the entry for which the menu is a submenu, if the current menu is a + * submenu. + * + * Either this function or SDL_GetTrayMenuParentTray() will return non-NULL + * for any given menu. + * + * \param menu the menu for which to get the parent entry. + * \returns the parent entry, or NULL if this menu is not a submenu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTraySubmenu + * \sa SDL_GetTrayMenuParentTray + */ +extern SDL_DECLSPEC SDL_TrayEntry * SDLCALL SDL_GetTrayMenuParentEntry(SDL_TrayMenu *menu); + +/** + * Gets the tray for which this menu is the first-level menu, if the current + * menu isn't a submenu. + * + * Either this function or SDL_GetTrayMenuParentEntry() will return non-NULL + * for any given menu. + * + * \param menu the menu for which to get the parent enttrayry. + * \returns the parent tray, or NULL if this menu is a submenu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTrayMenu + * \sa SDL_GetTrayMenuParentEntry + */ +extern SDL_DECLSPEC SDL_Tray * SDLCALL SDL_GetTrayMenuParentTray(SDL_TrayMenu *menu); + +/** + * Update the trays. + * + * This is called automatically by the event loop and is only needed if you're + * using trays but aren't handling SDL events. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateTrays(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_tray_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_version.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_version.h new file mode 100644 index 0000000..a3b6ae8 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_version.h @@ -0,0 +1,183 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVersion + * + * Functionality to query the current SDL version, both as headers the app was + * compiled against, and a library the app is linked to. + */ + +#ifndef SDL_version_h_ +#define SDL_version_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The current major version of SDL headers. + * + * If this were SDL version 3.2.1, this value would be 3. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MAJOR_VERSION 3 + +/** + * The current minor version of the SDL headers. + * + * If this were SDL version 3.2.1, this value would be 2. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MINOR_VERSION 2 + +/** + * The current micro (or patchlevel) version of the SDL headers. + * + * If this were SDL version 3.2.1, this value would be 1. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MICRO_VERSION 10 + +/** + * This macro turns the version numbers into a numeric value. + * + * (1,2,3) becomes 1002003. + * + * \param major the major version number. + * \param minor the minorversion number. + * \param patch the patch version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM(major, minor, patch) \ + ((major) * 1000000 + (minor) * 1000 + (patch)) + +/** + * This macro extracts the major version from a version number + * + * 1002003 becomes 1. + * + * \param version the version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM_MAJOR(version) ((version) / 1000000) + +/** + * This macro extracts the minor version from a version number + * + * 1002003 becomes 2. + * + * \param version the version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM_MINOR(version) (((version) / 1000) % 1000) + +/** + * This macro extracts the micro version from a version number + * + * 1002003 becomes 3. + * + * \param version the version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM_MICRO(version) ((version) % 1000) + +/** + * This is the version number macro for the current SDL version. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_GetVersion + */ +#define SDL_VERSION \ + SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION) + +/** + * This macro will evaluate to true if compiled with SDL at least X.Y.Z. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSION_ATLEAST(X, Y, Z) \ + (SDL_VERSION >= SDL_VERSIONNUM(X, Y, Z)) + +/** + * Get the version of SDL that is linked against your program. + * + * If you are linking to SDL dynamically, then it is possible that the current + * version will be different than the version you compiled against. This + * function returns the current version, while SDL_VERSION is the version you + * compiled with. + * + * This function may be called safely at any time, even before SDL_Init(). + * + * \returns the version of the linked library. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRevision + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetVersion(void); + +/** + * Get the code revision of SDL that is linked against your program. + * + * This value is the revision of the code you are linked with and may be + * different from the code you are compiling with, which is found in the + * constant SDL_REVISION. + * + * The revision is arbitrary string (a hash value) uniquely identifying the + * exact revision of the SDL library in use, and is only useful in comparing + * against other revisions. It is NOT an incrementing number. + * + * If SDL wasn't built from a git repository with the appropriate tools, this + * will return an empty string. + * + * You shouldn't use this function for anything but logging it for debugging + * purposes. The string is not intended to be reliable in any way. + * + * \returns an arbitrary string, uniquely identifying the exact revision of + * the SDL library in use. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetVersion + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetRevision(void); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_version_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_video.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_video.h new file mode 100644 index 0000000..a7afc32 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_video.h @@ -0,0 +1,3286 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVideo + * + * SDL's video subsystem is largely interested in abstracting window + * management from the underlying operating system. You can create windows, + * manage them in various ways, set them fullscreen, and get events when + * interesting things happen with them, such as the mouse or keyboard + * interacting with a window. + * + * The video subsystem is also interested in abstracting away some + * platform-specific differences in OpenGL: context creation, swapping + * buffers, etc. This may be crucial to your app, but also you are not + * required to use OpenGL at all. In fact, SDL can provide rendering to those + * windows as well, either with an easy-to-use + * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender) + * or with a more-powerful + * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU) + * . Of course, it can simply get out of your way and give you the window + * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like + * directly, too. + * + * The video subsystem covers a lot of functionality, out of necessity, so it + * is worth perusing the list of functions just to see what's available, but + * most apps can get by with simply creating a window and listening for + * events, so start with SDL_CreateWindow() and SDL_PollEvent(). + */ + +#ifndef SDL_video_h_ +#define SDL_video_h_ + +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a display for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the display is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_DisplayID; + +/** + * This is a unique ID for a window. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_WindowID; + +/* Global video properties... */ + +/** + * The pointer to the global `wl_display` object used by the Wayland video + * backend. + * + * Can be set before the video subsystem is initialized to import an external + * `wl_display` object from an application or toolkit for use in SDL, or read + * after initialization to export the `wl_display` used by the Wayland video + * backend. Setting this property after the video subsystem has been + * initialized has no effect, and reading it when the video subsystem is + * uninitialized will either return the user provided value, if one was set + * prior to initialization, or NULL. See docs/README-wayland.md for more + * information. + */ +#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display" + +/** + * System theme. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_SystemTheme +{ + SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */ + SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */ + SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */ +} SDL_SystemTheme; + +/** + * Internal display mode data. + * + * This lives as a field in SDL_DisplayMode, as opaque data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DisplayMode + */ +typedef struct SDL_DisplayModeData SDL_DisplayModeData; + +/** + * The structure that defines a display mode. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetFullscreenDisplayModes + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_GetWindowFullscreenMode + */ +typedef struct SDL_DisplayMode +{ + SDL_DisplayID displayID; /**< the display this mode is associated with */ + SDL_PixelFormat format; /**< pixel format */ + int w; /**< width */ + int h; /**< height */ + float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */ + float refresh_rate; /**< refresh rate (or 0.0f for unspecified) */ + int refresh_rate_numerator; /**< precise refresh rate numerator (or 0 for unspecified) */ + int refresh_rate_denominator; /**< precise refresh rate denominator */ + + SDL_DisplayModeData *internal; /**< Private */ + +} SDL_DisplayMode; + +/** + * Display orientation values; the way a display is rotated. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_DisplayOrientation +{ + SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ + SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ + SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */ + SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */ + SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ +} SDL_DisplayOrientation; + +/** + * The struct used as an opaque handle to a window. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + */ +typedef struct SDL_Window SDL_Window; + +/** + * The flags on a window. + * + * These cover a lot of true/false, or on/off, window state. Some of it is + * immutable after being set through SDL_CreateWindow(), some of it can be + * changed on existing windows by the app, and some of it might be altered by + * the user or system outside of the app's control. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +typedef Uint64 SDL_WindowFlags; + +#define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */ +#define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */ +#define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */ +#define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */ +#define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */ +#define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */ +#define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */ +#define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */ +#define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */ +#define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */ +#define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */ +#define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */ +#define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */ +#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */ +#define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ +#define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) /**< window has relative mode enabled */ +#define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) /**< window should always be above others */ +#define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */ +#define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */ +#define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */ +#define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */ +#define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */ +#define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */ +#define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */ +#define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */ + + +/** + * A magic value used with SDL_WINDOWPOS_UNDEFINED. + * + * Generally this macro isn't used directly, but rather through + * SDL_WINDOWPOS_UNDEFINED or SDL_WINDOWPOS_UNDEFINED_DISPLAY. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u + +/** + * Used to indicate that you don't care what the window position is. + * + * If you _really_ don't care, SDL_WINDOWPOS_UNDEFINED is the same, but always + * uses the primary display instead of specifying one. + * + * \param X the SDL_DisplayID of the display to use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) + +/** + * Used to indicate that you don't care what the window position/display is. + * + * This always uses the primary display. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) + +/** + * A macro to test if the window position is marked as "undefined." + * + * \param X the window position value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_ISUNDEFINED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) + +/** + * A magic value used with SDL_WINDOWPOS_CENTERED. + * + * Generally this macro isn't used directly, but rather through + * SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_CENTERED_DISPLAY. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u + +/** + * Used to indicate that the window position should be centered. + * + * SDL_WINDOWPOS_CENTERED is the same, but always uses the primary display + * instead of specifying one. + * + * \param X the SDL_DisplayID of the display to use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) + +/** + * Used to indicate that the window position should be centered. + * + * This always uses the primary display. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) + +/** + * A macro to test if the window position is marked as "centered." + * + * \param X the window position value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_ISCENTERED(X) \ + (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) + + +/** + * Window flash operation. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_FlashOperation +{ + SDL_FLASH_CANCEL, /**< Cancel any window flash state */ + SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ + SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ +} SDL_FlashOperation; + +/** + * An opaque handle to an OpenGL context. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +typedef struct SDL_GLContextState *SDL_GLContext; + +/** + * Opaque type for an EGL display. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLDisplay; + +/** + * Opaque type for an EGL config. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLConfig; + +/** + * Opaque type for an EGL surface. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLSurface; + +/** + * An EGL attribute, used when creating an EGL context. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef intptr_t SDL_EGLAttrib; + +/** + * An EGL integer attribute, used when creating an EGL surface. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int SDL_EGLint; + +/** + * EGL platform attribute initialization callback. + * + * This is called when SDL is attempting to create an EGL context, to let the + * app add extra attributes to its eglGetPlatformDisplay() call. + * + * The callback should return a pointer to an EGL attribute array terminated + * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow + * process will fail gracefully. + * + * The returned pointer should be allocated with SDL_malloc() and will be + * passed to SDL_free(). + * + * The arrays returned by each callback will be appended to the existing + * attribute arrays defined by SDL. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EGL_SetAttributeCallbacks + */ +typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void *userdata); + +/** + * EGL surface/context attribute initialization callback types. + * + * This is called when SDL is attempting to create an EGL surface, to let the + * app add extra attributes to its eglCreateWindowSurface() or + * eglCreateContext calls. + * + * For convenience, the EGLDisplay and EGLConfig to use are provided to the + * callback. + * + * The callback should return a pointer to an EGL attribute array terminated + * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow + * process will fail gracefully. + * + * The returned pointer should be allocated with SDL_malloc() and will be + * passed to SDL_free(). + * + * The arrays returned by each callback will be appended to the existing + * attribute arrays defined by SDL. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param display the EGL display to be used. + * \param config the EGL config to be used. + * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EGL_SetAttributeCallbacks + */ +typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config); + +/** + * An enumeration of OpenGL configuration attributes. + * + * While you can set most OpenGL attributes normally, the attributes listed + * above must be known before SDL creates the window that will be used with + * the OpenGL context. These attributes are set and read with + * SDL_GL_SetAttribute() and SDL_GL_GetAttribute(). + * + * In some cases, these attributes are minimum requests; the GL does not + * promise to give you exactly what you asked for. It's possible to ask for a + * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask + * for no stencil buffer and still have one available. Context creation should + * fail if the GL can't provide your requested attributes at a minimum, but + * you should check to see exactly what you got. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GLAttr +{ + SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 3. */ + SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 3. */ + SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 2. */ + SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 0. */ + SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */ + SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */ + SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */ + SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */ + SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */ + SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */ + SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */ + SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */ + SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */ + SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */ + SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */ + SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */ + SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0. */ + SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform. */ + SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */ + SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. */ + SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH. */ + SDL_GL_CONTEXT_RESET_NOTIFICATION, /**< set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. */ + SDL_GL_CONTEXT_NO_ERROR, + SDL_GL_FLOATBUFFERS, + SDL_GL_EGL_PLATFORM +} SDL_GLAttr; + +/** + * Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLProfile; + +#define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 /**< OpenGL Core Profile context */ +#define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 /**< OpenGL Compatibility Profile context */ +#define SDL_GL_CONTEXT_PROFILE_ES 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ + + +/** + * Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextFlag; + +#define SDL_GL_CONTEXT_DEBUG_FLAG 0x0001 +#define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002 +#define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004 +#define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008 + + +/** + * Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR + * attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextReleaseFlag; + +#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000 +#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001 + + +/** + * Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextResetNotification; + +#define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000 +#define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001 + + +/* Function prototypes */ + +/** + * Get the number of video drivers compiled into SDL. + * + * \returns the number of built in video drivers. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetVideoDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); + +/** + * Get the name of a built in video driver. + * + * The video drivers are presented in the order in which they are normally + * checked during initialization. + * + * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", + * "x11" or "windows". These never have Unicode characters, and are not meant + * to be proper names. + * + * \param index the index of a video driver. + * \returns the name of the video driver with the given **index**. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumVideoDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetVideoDriver(int index); + +/** + * Get the name of the currently initialized video driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", + * "x11" or "windows". These never have Unicode characters, and are not meant + * to be proper names. + * + * \returns the name of the current video driver or NULL if no driver has been + * initialized. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentVideoDriver(void); + +/** + * Get the current system theme. + * + * \returns the current system theme, light, dark, or unknown. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void); + +/** + * Get a list of currently connected displays. + * + * \param count a pointer filled in with the number of displays returned, may + * be NULL. + * \returns a 0 terminated array of display instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_DisplayID * SDLCALL SDL_GetDisplays(int *count); + +/** + * Return the primary display. + * + * \returns the instance ID of the primary display on success or 0 on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void); + +/** + * Get the properties associated with a display. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR + * headroom above the SDR white point. This is for informational and + * diagnostic purposes only, as not all platforms provide this information + * at the display level. + * + * On KMS/DRM: + * + * - `SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER`: the "panel + * orientation" property for the display in degrees of clockwise rotation. + * Note that this is provided only as a hint, and the application is + * responsible for any coordinate transformations needed to conform to the + * requested display orientation. + * + * \param displayID the instance ID of the display to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID); + +#define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" +#define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" + +/** + * Get the name of a display in UTF-8 encoding. + * + * \param displayID the instance ID of the display to query. + * \returns the name of a display or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID); + +/** + * Get the desktop area represented by a display. + * + * The primary display is often located at (0,0), but may be placed at a + * different location depending on monitor layout. + * + * \param displayID the instance ID of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayUsableBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect); + +/** + * Get the usable desktop area represented by a display, in screen + * coordinates. + * + * This is the same area as SDL_GetDisplayBounds() reports, but with portions + * reserved by the system removed. For example, on Apple's macOS, this + * subtracts the area occupied by the menu bar and dock. + * + * Setting a window to be fullscreen generally bypasses these unusable areas, + * so these are good guidelines for the maximum space available to a + * non-fullscreen window. + * + * \param displayID the instance ID of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect); + +/** + * Get the orientation of a display when it is unrotated. + * + * \param displayID the instance ID of the display to query. + * \returns the SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID); + +/** + * Get the orientation of a display. + * + * \param displayID the instance ID of the display to query. + * \returns the SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID); + +/** + * Get the content scale of a display. + * + * The content scale is the expected scale for content based on the DPI + * settings of the display. For example, a 4K display might have a 2.0 (200%) + * display scale, which means that the user expects UI elements to be twice as + * big on this display, to aid in readability. + * + * After window creation, SDL_GetWindowDisplayScale() should be used to query + * the content scale factor for individual windows instead of querying the + * display for a window and calling this function, as the per-window content + * scale factor may differ from the base value of the display it is on, + * particularly on high-DPI and/or multi-monitor desktop configurations. + * + * \param displayID the instance ID of the display to query. + * \returns the content scale of the display, or 0.0f on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowDisplayScale + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID); + +/** + * Get a list of fullscreen display modes available on a display. + * + * The display modes are sorted in this priority: + * + * - w -> largest to smallest + * - h -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * - pixel density -> lowest to highest + * + * \param displayID the instance ID of the display to query. + * \param count a pointer filled in with the number of display modes returned, + * may be NULL. + * \returns a NULL terminated array of display mode pointers or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayMode ** SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count); + +/** + * Get the closest match to the requested display mode. + * + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then false is returned. + * + * \param displayID the instance ID of the display to query. + * \param w the width in pixels of the desired display mode. + * \param h the height in pixels of the desired display mode. + * \param refresh_rate the refresh rate of the desired display mode, or 0.0f + * for the desktop refresh rate. + * \param include_high_density_modes boolean to include high density modes in + * the search. + * \param closest a pointer filled in with the closest display mode equal to + * or larger than the desired mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + * \sa SDL_GetFullscreenDisplayModes + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, bool include_high_density_modes, SDL_DisplayMode *closest); + +/** + * Get information about the desktop's display mode. + * + * There's a difference between this function and SDL_GetCurrentDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the previous native display mode, and not the current + * display mode. + * + * \param displayID the instance ID of the display to query. + * \returns a pointer to the desktop display mode or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID); + +/** + * Get information about the current display mode. + * + * There's a difference between this function and SDL_GetDesktopDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the current display mode, and not the previous native + * display mode. + * + * \param displayID the instance ID of the display to query. + * \returns a pointer to the desktop display mode or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID); + +/** + * Get the display containing a point. + * + * \param point the point to query. + * \returns the instance ID of the display containing the point or 0 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point); + +/** + * Get the display primarily containing a rect. + * + * \param rect the rect to query. + * \returns the instance ID of the display entirely containing the rect or + * closest to the center of the rect on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect); + +/** + * Get the display associated with a window. + * + * \param window the window to query. + * \returns the instance ID of the display containing the center of the window + * on success or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window); + +/** + * Get the pixel density of a window. + * + * This is a ratio of pixel size to window size. For example, if the window is + * 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it + * would have a pixel density of 2.0. + * + * \param window the window to query. + * \returns the pixel density or 0.0f on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowDisplayScale + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window); + +/** + * Get the content display scale relative to a window's pixel size. + * + * This is a combination of the window pixel density and the display content + * scale, and is the expected scale for displaying content in this window. For + * example, if a 3840x2160 window had a display scale of 2.0, the user expects + * the content to take twice as many pixels and be the same physical size as + * if it were being displayed in a 1920x1080 window with a display scale of + * 1.0. + * + * Conceptually this value corresponds to the scale display setting, and is + * updated when that setting is changed, or the window moves to a display with + * a different scale setting. + * + * \param window the window to query. + * \returns the display scale, or 0.0f on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window); + +/** + * Set the display mode to use when a window is visible and fullscreen. + * + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). + * + * If the window is currently in the fullscreen state, this request is + * asynchronous on some windowing systems and the new mode dimensions may not + * be applied immediately upon the return of this function. If an immediate + * change is required, call SDL_SyncWindow() to block until the changes have + * taken effect. + * + * When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an + * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event will be emitted with the new mode + * dimensions. + * + * \param window the window to affect. + * \param mode a pointer to the display mode to use, which can be NULL for + * borderless fullscreen desktop mode, or one of the fullscreen + * modes returned by SDL_GetFullscreenDisplayModes() to set an + * exclusive fullscreen mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFullscreenMode + * \sa SDL_SetWindowFullscreen + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode); + +/** + * Query the display mode to use when a window is visible at fullscreen. + * + * \param window the window to query. + * \returns a pointer to the exclusive fullscreen mode to use or NULL for + * borderless fullscreen desktop mode. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SetWindowFullscreen + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window); + +/** + * Get the raw ICC profile data for the screen the window is currently on. + * + * \param window the window to query. + * \param size the size of the ICC profile. + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size); + +/** + * Get the pixel format associated with the window. + * + * \param window the window to query. + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); + +/** + * Get a list of valid windows. + * + * \param count a pointer filled in with the number of windows returned, may + * be NULL. + * \returns a NULL terminated array of SDL_Window pointers or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count); + +/** + * Create a window with the specified dimensions and flags. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_OCCLUDED`: window partially or completely obscured by another + * window + * - `SDL_WINDOW_HIDDEN`: window is not visible + * - `SDL_WINDOW_BORDERLESS`: no window decoration + * - `SDL_WINDOW_RESIZABLE`: window can be resized + * - `SDL_WINDOW_MINIMIZED`: window is minimized + * - `SDL_WINDOW_MAXIMIZED`: window is maximized + * - `SDL_WINDOW_MOUSE_GRABBED`: window has grabbed mouse focus + * - `SDL_WINDOW_INPUT_FOCUS`: window has input focus + * - `SDL_WINDOW_MOUSE_FOCUS`: window has mouse focus + * - `SDL_WINDOW_EXTERNAL`: window not created by SDL + * - `SDL_WINDOW_MODAL`: window is modal + * - `SDL_WINDOW_HIGH_PIXEL_DENSITY`: window uses high pixel density back + * buffer if possible + * - `SDL_WINDOW_MOUSE_CAPTURE`: window has mouse captured (unrelated to + * MOUSE_GRABBED) + * - `SDL_WINDOW_ALWAYS_ON_TOP`: window should always be above others + * - `SDL_WINDOW_UTILITY`: window should be treated as a utility window, not + * showing in the task bar and window list + * - `SDL_WINDOW_TOOLTIP`: window should be treated as a tooltip and does not + * get mouse or keyboard focus, requires a parent window + * - `SDL_WINDOW_POPUP_MENU`: window should be treated as a popup menu, + * requires a parent window + * - `SDL_WINDOW_KEYBOARD_GRABBED`: window has grabbed keyboard input + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_TRANSPARENT`: window with transparent buffer + * - `SDL_WINDOW_NOT_FOCUSABLE`: window should not be focusable + * + * The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set. + * + * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist + * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. + * + * The window pixel size may differ from its window coordinate size if the + * window is on a high pixel density display. Use SDL_GetWindowSize() to query + * the client area's size in window coordinates, and + * SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the + * drawable size in pixels. Note that the drawable size can vary after the + * window is created and should be queried again if you get an + * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event. + * + * If the window is created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail, because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * If you intend to use this window with an SDL_Renderer, you should use + * SDL_CreateWindowAndRenderer() instead of this function, to avoid window + * flicker. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding. + * \param w the width of the window. + * \param h the height of the window. + * \param flags 0, or one or more SDL_WindowFlags OR'd together. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindowAndRenderer + * \sa SDL_CreatePopupWindow + * \sa SDL_CreateWindowWithProperties + * \sa SDL_DestroyWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags); + +/** + * Create a child popup window of the specified parent window. + * + * The flags parameter **must** contain at least one of the following: + * + * - `SDL_WINDOW_TOOLTIP`: The popup window is a tooltip and will not pass any + * input events. + * - `SDL_WINDOW_POPUP_MENU`: The popup window is a popup menu. The topmost + * popup menu will implicitly gain the keyboard focus. + * + * The following flags are not relevant to popup window creation and will be + * ignored: + * + * - `SDL_WINDOW_MINIMIZED` + * - `SDL_WINDOW_MAXIMIZED` + * - `SDL_WINDOW_FULLSCREEN` + * - `SDL_WINDOW_BORDERLESS` + * + * The following flags are incompatible with popup window creation and will + * cause it to fail: + * + * - `SDL_WINDOW_UTILITY` + * - `SDL_WINDOW_MODAL` + * + * The parent parameter **must** be non-null and a valid window. The parent of + * a popup window can be either a regular, toplevel window, or another popup + * window. + * + * Popup windows cannot be minimized, maximized, made fullscreen, raised, + * flash, be made a modal window, be the parent of a toplevel window, or grab + * the mouse and/or keyboard. Attempts to do so will fail. + * + * Popup windows implicitly do not have a border/decorations and do not appear + * on the taskbar/dock or in lists of windows such as alt-tab menus. + * + * If a parent window is hidden or destroyed, any child popup windows will be + * recursively hidden or destroyed as well. Child popup windows not explicitly + * hidden will be restored when the parent is shown. + * + * \param parent the parent of the window, must not be NULL. + * \param offset_x the x position of the popup window relative to the origin + * of the parent. + * \param offset_y the y position of the popup window relative to the origin + * of the parent window. + * \param w the width of the window. + * \param h the height of the window. + * \param flags SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more + * additional SDL_WindowFlags OR'd together. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowWithProperties + * \sa SDL_DestroyWindow + * \sa SDL_GetWindowParent + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags); + +/** + * Create a window with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should + * be always on top + * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no + * window decoration + * - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the + * window will be used with an externally managed graphics context. + * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should + * accept keyboard input (defaults true) + * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should + * start in fullscreen mode at desktop resolution + * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window + * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start + * hidden + * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window + * uses a high pixel density buffer if possible + * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should + * start maximized + * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu + * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used + * with Metal rendering + * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should + * start minimized + * - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to + * its parent + * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts + * with grabbed mouse focus + * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used + * with OpenGL rendering + * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the + * parent of this window, required for windows with the "tooltip", "menu", + * and "modal" properties + * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be + * resizable + * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8 + * encoding + * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show + * transparent in the areas with alpha of 0 + * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip + * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility + * window, not showing in the task bar and window list + * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used + * with Vulkan rendering + * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window + * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or + * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is + * relative to the parent for windows with the "tooltip" or "menu" property + * set. + * - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or + * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is + * relative to the parent for windows with the "tooltip" or "menu" property + * set. + * + * These are additional supported properties on macOS: + * + * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the + * `(__unsafe_unretained)` NSWindow associated with the window, if you want + * to wrap an existing window. + * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)` + * NSView associated with the window, defaults to `[window contentView]` + * + * These are additional supported properties on Wayland: + * + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if + * the application wants to use the Wayland surface for a custom role and + * does not want it attached to an XDG toplevel window. See + * [README/wayland](README/wayland) for more information on using custom + * surfaces. + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the + * application wants an associated `wl_egl_window` object to be created and + * attached to the window, even if the window does not have the OpenGL + * property or `SDL_WINDOW_OPENGL` flag set. + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface + * associated with the window, if you want to wrap an existing window. See + * [README/wayland](README/wayland) for more information. + * + * These are additional supported properties on Windows: + * + * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the + * window, if you want to wrap an existing window. + * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, + * another window to share pixel format with, useful for OpenGL windows + * + * These are additional supported properties with X11: + * + * - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated + * with the window, if you want to wrap an existing window. + * + * The window is implicitly shown if the "hidden" property is not set. + * + * Windows with the "tooltip" and "menu" properties are popup windows and have + * the behaviors and guidelines outlined in SDL_CreatePopupWindow(). + * + * If this window is being created to be used with an SDL_Renderer, you should + * not add a graphics API specific property + * (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that + * internally when it chooses a renderer. However, SDL might need to recreate + * your window at that point, which may cause the window to appear briefly, + * and then flicker as it is recreated. The correct approach to this is to + * create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property + * set to true, then create the renderer, then show the window with + * SDL_ShowWindow(). + * + * \param props the properties to use. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top" +#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless" +#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable" +#define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context" +#define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags" +#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen" +#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height" +#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden" +#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density" +#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized" +#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu" +#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal" +#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized" +#define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal" +#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed" +#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl" +#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent" +#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable" +#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title" +#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent" +#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip" +#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility" +#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan" +#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width" +#define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x" +#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y" +#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window" +#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface" +#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd" +#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd" +#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window" + +/** + * Get the numeric ID of a window. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param window the window to query. + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFromID + */ +extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window); + +/** + * Get a window from a stored ID. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param id the ID of the window. + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowID + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(SDL_WindowID id); + +/** + * Get parent of a window. + * + * \param window the window to query. + * \returns the parent of the window on success or NULL if the window has no + * parent. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePopupWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window); + +/** + * Get the properties associated with a window. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped + * window + * - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR + * headroom above the SDR white point. This property can change dynamically + * when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the + * SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the + * SDR white level in scRGB colorspace, and on Apple platforms this is + * always 1.0 for EDR content. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range + * that can be displayed, in terms of the SDR white point. When HDR is not + * enabled, this will be 1.0. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * + * On Android: + * + * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated + * with the window + * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with + * the window + * + * On iOS: + * + * - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)` + * UIWindow associated with the window + * - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag + * associated with metal views on the window + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's + * framebuffer object. It must be bound when rendering to the screen using + * OpenGL. + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's + * renderbuffer object. It must be bound when SDL_GL_SwapWindow is called. + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL + * view's resolve framebuffer, when MSAA is used. + * + * On KMS/DRM: + * + * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated + * with the window (e.g. the X in /dev/dri/cardX) + * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the + * window + * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated + * with the window + * + * On macOS: + * + * - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)` + * NSWindow associated with the window + * - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag + * assocated with metal views on the window + * + * On OpenVR: + * + * - `SDL_PROP_WINDOW_OPENVR_OVERLAY_ID`: the OpenVR Overlay Handle ID for the + * associated overlay window. + * + * On Vivante: + * + * - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType + * associated with the window + * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType + * associated with the window + * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with + * the window + * + * On Windows: + * + * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window + * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window + * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with + * the window + * + * On Wayland: + * + * Note: The `xdg_*` window objects do not internally persist across window + * show/hide calls. They will be null if the window is hidden and must be + * queried each time it is shown. + * + * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with + * the window + * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with + * the window + * - `SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER`: the wp_viewport associated + * with the window + * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window + * associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated + * with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role + * associated with the window + * - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export + * handle associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role + * associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner + * associated with the window, in popup mode + * + * On X11: + * + * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with + * the window + * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with + * the window + * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the + * window + * + * \param window the window to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window); + +#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" +#define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" +#define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" +#define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" +#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" +#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" +#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" +#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" +#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" +#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" +#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" +#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" +#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" +#define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID "SDL.window.openvr.overlay_id" +#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" +#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" +#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" +#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" +#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" +#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" +#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" +#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" +#define SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER "SDL.window.wayland.viewport" +#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" +#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" +#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" +#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle" +#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" +#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" +#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" +#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" +#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" + +/** + * Get the window flags. + * + * \param window the window to query. + * \returns a mask of the SDL_WindowFlags associated with `window`. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowMouseGrab + * \sa SDL_ShowWindow + */ +extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window); + +/** + * Set the title of a window. + * + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change. + * \param title the desired window title in UTF-8 format. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowTitle + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title); + +/** + * Get the title of a window. + * + * \param window the window to query. + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowTitle + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetWindowTitle(SDL_Window *window); + +/** + * Set the icon for a window. + * + * If this function is passed a surface with alternate representations, the + * surface will be interpreted as the content to be used for 100% display + * scale, and the alternate representations will be used for high DPI + * situations. For example, if the original surface is 32x32, then on a 2x + * macOS display or 200% display scale on Windows, a 64x64 version of the + * image will be used, if available. If a matching version of the image isn't + * available, the closest larger size image will be downscaled to the + * appropriate size and be used instead, if available. Otherwise, the closest + * smaller image will be upscaled and be used instead. + * + * \param window the window to change. + * \param icon an SDL_Surface structure containing the icon for the window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon); + +/** + * Request that the window's position be set. + * + * If the window is in an exclusive fullscreen or maximized state, this + * request has no effect. + * + * This can be used to reposition fullscreen-desktop windows onto a different + * display, however, as exclusive fullscreen windows are locked to a specific + * display, they can only be repositioned programmatically via + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems this request is asynchronous and the new + * coordinates may not have have been applied immediately upon the return of + * this function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be + * emitted with the window's new coordinates. Note that the new coordinates + * may not match the exact coordinates requested, as some windowing systems + * can restrict the position of the window in certain scenarios (e.g. + * constraining the position so the window is always within desktop bounds). + * Additionally, as this is just a request, it can be denied by the windowing + * system. + * + * \param window the window to reposition. + * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED`. + * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowPosition + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y); + +/** + * Get the position of a window. + * + * This is the current position of the window as last reported by the + * windowing system. + * + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. + * + * \param window the window to query. + * \param x a pointer filled in with the x position of the window, may be + * NULL. + * \param y a pointer filled in with the y position of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowPosition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y); + +/** + * Request that the size of a window's client area be set. + * + * If the window is in a fullscreen or maximized state, this request has no + * effect. + * + * To change the exclusive fullscreen mode of a window, use + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems, this request is asynchronous and the new window + * size may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be + * emitted with the new window dimensions. Note that the new dimensions may + * not match the exact size requested, as some windowing systems can restrict + * the window size in certain scenarios (e.g. constraining the size of the + * content area to remain within the usable desktop bounds). Additionally, as + * this is just a request, it can be denied by the windowing system. + * + * \param window the window to change. + * \param w the width of the window, must be > 0. + * \param h the height of the window, must be > 0. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h); + +/** + * Get the size of a window's client area. + * + * The window pixel size may differ from its window coordinate size if the + * window is on a high pixel density display. Use SDL_GetWindowSizeInPixels() + * or SDL_GetRenderOutputSize() to get the real client area size in pixels. + * + * \param window the window to query the width and height from. + * \param w a pointer filled in with the width of the window, may be NULL. + * \param h a pointer filled in with the height of the window, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderOutputSize + * \sa SDL_GetWindowSizeInPixels + * \sa SDL_SetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h); + +/** + * Get the safe area for this window. + * + * Some devices have portions of the screen which are partially obscured or + * not interactive, possibly due to on-screen controls, curved edges, camera + * notches, TV overscan, etc. This function provides the area of the window + * which is safe to have interactable content. You should continue rendering + * into the rest of the window, but it should not contain visually important + * or interactible content. + * + * \param window the window to query. + * \param rect a pointer filled in with the client area that is safe for + * interactive content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSafeArea(SDL_Window *window, SDL_Rect *rect); + +/** + * Request that the aspect ratio of a window's client area be set. + * + * The aspect ratio is the ratio of width divided by height, e.g. 2560x1600 + * would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are + * narrower. + * + * If, at the time of this request, the window in a fixed-size state, such as + * maximized or fullscreen, the request will be deferred until the window + * exits this state and becomes resizable again. + * + * On some windowing systems, this request is asynchronous and the new window + * aspect ratio may not have have been applied immediately upon the return of + * this function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be + * emitted with the new window dimensions. Note that the new dimensions may + * not match the exact aspect ratio requested, as some windowing systems can + * restrict the window size in certain scenarios (e.g. constraining the size + * of the content area to remain within the usable desktop bounds). + * Additionally, as this is just a request, it can be denied by the windowing + * system. + * + * \param window the window to change. + * \param min_aspect the minimum aspect ratio of the window, or 0.0f for no + * limit. + * \param max_aspect the maximum aspect ratio of the window, or 0.0f for no + * limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowAspectRatio + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect); + +/** + * Get the size of a window's client area. + * + * \param window the window to query the width and height from. + * \param min_aspect a pointer filled in with the minimum aspect ratio of the + * window, may be NULL. + * \param max_aspect a pointer filled in with the maximum aspect ratio of the + * window, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowAspectRatio + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect); + +/** + * Get the size of a window's borders (decorations) around the client area. + * + * Note: If this function fails (returns false), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. + * + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. + * + * This function also returns false if getting the information is not + * supported. + * + * \param window the window to query the size values of the border + * (decorations) from. + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted. + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted. + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted. + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right); + +/** + * Get the size of a window's client area, in pixels. + * + * \param window the window from which the drawable size should be queried. + * \param w a pointer to variable for storing the width in pixels, may be + * NULL. + * \param h a pointer to variable for storing the height in pixels, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h); + +/** + * Set the minimum size of a window's client area. + * + * \param window the window to change. + * \param min_w the minimum width of the window, or 0 for no limit. + * \param min_h the minimum height of the window, or 0 for no limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h); + +/** + * Get the minimum size of a window's client area. + * + * \param window the window to query. + * \param w a pointer filled in with the minimum width of the window, may be + * NULL. + * \param h a pointer filled in with the minimum height of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h); + +/** + * Set the maximum size of a window's client area. + * + * \param window the window to change. + * \param max_w the maximum width of the window, or 0 for no limit. + * \param max_h the maximum height of the window, or 0 for no limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h); + +/** + * Get the maximum size of a window's client area. + * + * \param window the window to query. + * \param w a pointer filled in with the maximum width of the window, may be + * NULL. + * \param h a pointer filled in with the maximum height of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h); + +/** + * Set the border state of a window. + * + * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add + * or remove the border from the actual window. This is a no-op if the + * window's border already matches the requested state. + * + * You can't change the border state of a fullscreen window. + * + * \param window the window of which to change the border state. + * \param bordered false to remove border, true to add border. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowBordered(SDL_Window *window, bool bordered); + +/** + * Set the user-resizable state of a window. + * + * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and + * allow/disallow user resizing of the window. This is a no-op if the window's + * resizable state already matches the requested state. + * + * You can't change the resizable state of a fullscreen window. + * + * \param window the window of which to change the resizable state. + * \param resizable true to allow resizing, false to disallow. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowResizable(SDL_Window *window, bool resizable); + +/** + * Set the window to always be above the others. + * + * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This + * will bring the window to the front and keep the window above the rest. + * + * \param window the window of which to change the always on top state. + * \param on_top true to set the window always on top, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, bool on_top); + +/** + * Show a window. + * + * \param window the window to show. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindow(SDL_Window *window); + +/** + * Hide a window. + * + * \param window the window to hide. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowWindow + * \sa SDL_WINDOW_HIDDEN + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HideWindow(SDL_Window *window); + +/** + * Request that a window be raised above other windows and gain the input + * focus. + * + * The result of this request is subject to desktop window manager policy, + * particularly if raising the requested window would result in stealing focus + * from another application. If the window is successfully raised and gains + * input focus, an SDL_EVENT_WINDOW_FOCUS_GAINED event will be emitted, and + * the window will have the SDL_WINDOW_INPUT_FOCUS flag set. + * + * \param window the window to raise. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RaiseWindow(SDL_Window *window); + +/** + * Request that the window be made as large as possible. + * + * Non-resizable windows can't be maximized. The window must have the + * SDL_WINDOW_RESIZABLE flag set, or this will have no effect. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * When maximizing a window, whether the constraints set via + * SDL_SetWindowMaximumSize() are honored depends on the policy of the window + * manager. Win32 and macOS enforce the constraints when maximizing, while X11 + * and Wayland window managers may vary. + * + * \param window the window to maximize. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MaximizeWindow(SDL_Window *window); + +/** + * Request that the window be minimized to an iconic representation. + * + * If the window is in a fullscreen state, this request has no direct effect. + * It may alter the state the window is returned to when leaving fullscreen. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * \param window the window to minimize. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MinimizeWindow(SDL_Window *window); + +/** + * Request that the size and position of a minimized or maximized window be + * restored. + * + * If the window is in a fullscreen state, this request has no direct effect. + * It may alter the state the window is returned to when leaving fullscreen. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * \param window the window to restore. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RestoreWindow(SDL_Window *window); + +/** + * Request that the window's fullscreen state be changed. + * + * By default a window in fullscreen state uses borderless fullscreen desktop + * mode, but a specific exclusive display mode can be set using + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems this request is asynchronous and the new + * fullscreen state may not have have been applied immediately upon the return + * of this function. If an immediate change is required, call SDL_SyncWindow() + * to block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or + * SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this + * is just a request, it can be denied by the windowing system. + * + * \param window the window to change. + * \param fullscreen true for fullscreen mode, false for windowed mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFullscreenMode + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SyncWindow + * \sa SDL_WINDOW_FULLSCREEN + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, bool fullscreen); + +/** + * Block until any pending window state is finalized. + * + * On asynchronous windowing systems, this acts as a synchronization barrier + * for pending window state. It will attempt to wait until any pending window + * state has been applied and is guaranteed to return within finite time. Note + * that for how long it can potentially block depends on the underlying window + * system, as window state changes may involve somewhat lengthy animations + * that must complete before the window is in its final requested state. + * + * On windowing systems where changes are immediate, this does nothing. + * + * \param window the window for which to wait for the pending state to be + * applied. + * \returns true on success or false if the operation timed out before the + * window was in the requested state. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowSize + * \sa SDL_SetWindowPosition + * \sa SDL_SetWindowFullscreen + * \sa SDL_MinimizeWindow + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SyncWindow(SDL_Window *window); + +/** + * Return whether the window has a surface associated with it. + * + * \param window the window to query. + * \returns true if there is a surface associated with the window, or false + * otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowHasSurface(SDL_Window *window); + +/** + * Get the SDL surface associated with the window. + * + * A new surface will be created with the optimal format for the window, if + * necessary. This surface will be freed when the window is destroyed. Do not + * free this surface. + * + * This surface will be invalidated if the window is resized. After resizing a + * window this function must be called again to return a valid surface. + * + * You may not combine this with 3D or the rendering API on this window. + * + * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. + * + * \param window the window to query. + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyWindowSurface + * \sa SDL_WindowHasSurface + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window *window); + +/** + * Toggle VSync for the window surface. + * + * When a window surface is created, vsync defaults to + * SDL_WINDOW_SURFACE_VSYNC_DISABLED. + * + * The `vsync` parameter can be 1 to synchronize present with every vertical + * refresh, 2 to synchronize present with every second vertical refresh, etc., + * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), + * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is + * supported by every driver, so you should check the return value to see + * whether the requested setting is supported. + * + * \param window the window. + * \param vsync the vertical refresh sync interval. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurfaceVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync); + +#define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 +#define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) + +/** + * Get VSync for the window surface. + * + * \param window the window to query. + * \param vsync an int filled with the current vertical refresh sync interval. + * See SDL_SetWindowSurfaceVSync() for the meaning of the value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowSurfaceVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync); + +/** + * Copy the window surface to the screen. + * + * This is the function you use to reflect any changes to the surface on the + * screen. + * + * This function is equivalent to the SDL 1.2 API SDL_Flip(). + * + * \param window the window to update. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurface(SDL_Window *window); + +/** + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * Note that this function will update _at least_ the rectangles specified, + * but this is only intended as an optimization; in practice, this might + * update more of the screen (or all of the screen!), depending on what method + * SDL uses to send pixels to the system. + * + * \param window the window to update. + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy, in pixels. + * \param numrects the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects); + +/** + * Destroy the surface associated with the window. + * + * \param window the window to update. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_WindowHasSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); + +/** + * Set a window's keyboard grab mode. + * + * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or + * the Meta/Super key. Note that not all system keyboard shortcuts can be + * captured by applications (one example is Ctrl+Alt+Del on Windows). + * + * This is primarily intended for specialized applications such as VNC clients + * or VM frontends. Normal games should not use keyboard grab. + * + * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the + * window is full-screen to ensure the user is not trapped in your + * application. If you have a custom keyboard shortcut to exit fullscreen + * mode, you may suppress this behavior with + * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window the window for which the keyboard grab mode should be set. + * \param grabbed this is true to grab keyboard, and false to release. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window the window for which the mouse grab mode should be set. + * \param grabbed this is true to grab mouse, and false to release. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, bool grabbed); + +/** + * Get a window's keyboard grab mode. + * + * \param window the window to query. + * \returns true if keyboard is grabbed, and false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query. + * \returns true if mouse is grabbed, and false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); + +/** + * Confines the cursor to the specified area of a window. + * + * Note that this does NOT grab the cursor, it only defines the area a cursor + * is restricted to when the window has mouse focus. + * + * \param window the window that will be associated with the barrier. + * \param rect a rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect); + +/** + * Get the mouse confinement rectangle of a window. + * + * \param window the window to query. + * \returns a pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowMouseRect + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window *window); + +/** + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). + * + * This function also returns false if setting the opacity isn't supported. + * + * \param window the window which will be made transparent or opaque. + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowOpacity + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity); + +/** + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be returned + * as 1.0f without error. + * + * \param window the window to get the current opacity value from. + * \returns the opacity, (0.0f - transparent, 1.0f - opaque), or -1.0f on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowOpacity + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowOpacity(SDL_Window *window); + +/** + * Set the window as a child of a parent window. + * + * If the window is already the child of an existing window, it will be + * reparented to the new owner. Setting the parent window to NULL unparents + * the window and removes child window status. + * + * If a parent window is hidden or destroyed, the operation will be + * recursively applied to child windows. Child windows hidden with the parent + * that did not have their hidden status explicitly set will be restored when + * the parent is shown. + * + * Attempting to set the parent of a window that is currently in the modal + * state will fail. Use SDL_SetWindowModal() to cancel the modal status before + * attempting to change the parent. + * + * Popup windows cannot change parents and attempts to do so will fail. + * + * Setting a parent window that is currently the sibling or descendent of the + * child window results in undefined behavior. + * + * \param window the window that should become the child of a parent. + * \param parent the new parent window for the child window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowModal + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowParent(SDL_Window *window, SDL_Window *parent); + +/** + * Toggle the state of the window as modal. + * + * To enable modal status on a window, the window must currently be the child + * window of a parent, or toggling modal status on will fail. + * + * \param window the window on which to set the modal state. + * \param modal true to toggle modal status on, false to toggle it off. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowParent + * \sa SDL_WINDOW_MODAL + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowModal(SDL_Window *window, bool modal); + +/** + * Set whether the window may have input focus. + * + * \param window the window to set focusable state. + * \param focusable true to allow input focus, false to not allow input focus. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFocusable(SDL_Window *window, bool focusable); + + +/** + * Display the system-level window menu. + * + * This default window menu is provided by the system and on some platforms + * provides functionality for setting or changing privileged state on the + * window, such as moving it between workspaces or displays, or toggling the + * always-on-top property. + * + * On platforms or desktops where this is unsupported, this function does + * nothing. + * + * \param window the window for which the menu will be displayed. + * \param x the x coordinate of the menu, relative to the origin (top-left) of + * the client area. + * \param y the y coordinate of the menu, relative to the origin (top-left) of + * the client area. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y); + +/** + * Possible return values from the SDL_HitTest callback. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_HitTest + */ +typedef enum SDL_HitTestResult +{ + SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ + SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ + SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */ + SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */ + SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */ + SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */ + SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */ + SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */ + SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */ + SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */ +} SDL_HitTestResult; + +/** + * Callback used for hit-testing. + * + * \param win the SDL_Window where hit-testing was set on. + * \param area an SDL_Point which should be hit-tested. + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest(). + * \returns an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest + */ +typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, + const SDL_Point *area, + void *data); + +/** + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. + * + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." + * + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. + * + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. + * + * Platforms that don't support this functionality will return false + * unconditionally, even if you're attempting to disable hit-testing. + * + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. + * + * \param window the window to set hit-testing on. + * \param callback the function to call when doing a hit-test. + * \param callback_data an app-defined void pointer passed to **callback**. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data); + +/** + * Set the shape of a transparent window. + * + * This sets the alpha channel of a transparent window and any fully + * transparent areas are also transparent to mouse clicks. If you are using + * something besides the SDL render API, then you are responsible for drawing + * the alpha channel of the window to match the shape alpha channel to get + * consistent cross-platform results. + * + * The shape is copied inside this function, so you can free it afterwards. If + * your shape surface changes, you should call SDL_SetWindowShape() again to + * update the window. This is an expensive operation, so should be done + * sparingly. + * + * The window must have been created with the SDL_WINDOW_TRANSPARENT flag. + * + * \param window the window. + * \param shape the surface representing the shape of the window, or NULL to + * remove any current shape. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape); + +/** + * Request a window to demand attention from the user. + * + * \param window the window to be flashed. + * \param operation the operation to perform. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * Any child windows owned by the window will be recursively destroyed as + * well. + * + * Note that on some platforms, the visible window may not actually be removed + * from the screen until the SDL event loop is pumped again, even though the + * SDL_Window is no longer valid after this call. + * + * \param window the window to destroy. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePopupWindow + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window); + + +/** + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns true if the screensaver is enabled, false if it is disabled. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ScreenSaverEnabled(void); + +/** + * Allow the screen to be blanked by a screen saver. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_ScreenSaverEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnableScreenSaver(void); + +/** + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. + * + * The screensaver is disabled by default, but this may by changed by + * SDL_HINT_VIDEO_ALLOW_SCREENSAVER. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_ScreenSaverEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DisableScreenSaver(void); + + +/** + * \name OpenGL support functions + */ +/* @{ */ + +/** + * Dynamically load an OpenGL library. + * + * This should be done after initializing the video driver, but before + * creating any OpenGL windows. If no OpenGL library is loaded, the default + * library will be loaded upon creation of the first OpenGL window. + * + * If you do this, you need to retrieve all of the GL functions used in your + * program from the dynamic library using SDL_GL_GetProcAddress(). + * + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_LoadLibrary(const char *path); + +/** + * Get an OpenGL function by name. + * + * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all + * GL functions must be retrieved this way. Usually this is used to retrieve + * function pointers to OpenGL extensions. + * + * There are some quirks to looking up OpenGL functions that require some + * extra care from the application. If you code carefully, you can handle + * these quirks without any platform-specific code, though: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `APIENTRY` as in the example + * code. This will ensure the proper calling convention is followed on + * platforms where this matters (Win32) thereby avoiding stack corruption. + * + * \param proc the name of an OpenGL function. + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc); + +/** + * Get an EGL library function by name. + * + * If an EGL library is loaded, this function allows applications to get entry + * points for EGL functions. This is useful to provide to an EGL API and + * extension loader. + * + * \param proc the name of an EGL function. + * \returns a pointer to the named EGL function. The returned pointer should + * be cast to the appropriate function signature. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EGL_GetCurrentDisplay + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc); + +/** + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_LoadLibrary + */ +extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); + +/** + * Check if an OpenGL extension is supported for the current context. + * + * This function operates on the current GL context; you must have created a + * context and it must be current before calling this function. Do not assume + * that all contexts you create will have the same set of extensions + * available, or that recreating an existing context will offer the same + * extensions again. + * + * While it's probably not a massive overhead, this function is not an O(1) + * operation. Check the extensions you care about after creating the GL + * context and save that information somewhere instead of calling the function + * every time you need to know. + * + * \param extension the name of the extension to check. + * \returns true if the extension is supported, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); + +/** + * Reset all previously set OpenGL context attributes to their default values. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute + */ +extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); + +/** + * Set an OpenGL window attribute before window creation. + * + * This function sets the OpenGL attribute `attr` to `value`. The requested + * attributes should be set before creating an OpenGL window. You should use + * SDL_GL_GetAttribute() to check the values after creating the OpenGL + * context, since the values obtained can differ from the requested ones. + * + * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to + * set. + * \param value the desired value for the attribute. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetAttribute(SDL_GLAttr attr, int value); + +/** + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to + * get. + * \param value a pointer filled in with the current value of `attr`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetAttribute(SDL_GLAttr attr, int *value); + +/** + * Create an OpenGL context for an OpenGL window, and make it current. + * + * Windows users new to OpenGL should note that, for historical reasons, GL + * functions added after OpenGL version 1.1 are not available by default. + * Those functions must be loaded at run-time, either with an OpenGL + * extension-handling library or with SDL_GL_GetProcAddress() and its related + * functions. + * + * SDL_GLContext is opaque to the application. + * + * \param window the window to associate with the context. + * \returns the OpenGL context associated with `window` or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_DestroyContext + * \sa SDL_GL_MakeCurrent + */ +extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window); + +/** + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context. + * \param context the OpenGL context to associate with the window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context); + +/** + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GL_GetCurrentWindow(void); + +/** + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_MakeCurrent + */ +extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); + +/** + * Get the currently active EGL display. + * + * \returns the currently active EGL display or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentDisplay(void); + +/** + * Get the currently active EGL config. + * + * \returns the currently active EGL config or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentConfig(void); + +/** + * Get the EGL surface associated with the window. + * + * \param window the window to query. + * \returns the EGLSurface pointer associated with the window, or NULL on + * failure. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowSurface(SDL_Window *window); + +/** + * Sets the callbacks for defining custom EGLAttrib arrays for EGL + * initialization. + * + * Callbacks that aren't needed can be set to NULL. + * + * NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes. + * + * \param platformAttribCallback callback for attributes to pass to + * eglGetPlatformDisplay. May be NULL. + * \param surfaceAttribCallback callback for attributes to pass to + * eglCreateSurface. May be NULL. + * \param contextAttribCallback callback for attributes to pass to + * eglCreateContext. May be NULL. + * \param userdata a pointer that is passed to the callbacks. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EGL_SetAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback, + SDL_EGLIntArrayCallback surfaceAttribCallback, + SDL_EGLIntArrayCallback contextAttribCallback, void *userdata); + +/** + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return false. In such a case, you should + * probably retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear, and for some Windows drivers with + * WGL_EXT_swap_control_tear. + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync + * + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetSwapInterval + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetSwapInterval(int interval); + +/** + * Get the swap interval for the current OpenGL context. + * + * If the system can't determine the swap interval, or there isn't a valid + * current context, this function will set *interval to 0 as a safe default. + * + * \param interval output interval value. 0 if there is no vertical retrace + * synchronization, 1 if the buffer swap is synchronized with + * the vertical retrace, and -1 if late swaps happen + * immediately instead of waiting for the next retrace. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_SetSwapInterval + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetSwapInterval(int *interval); + +/** + * Update a window with OpenGL rendering. + * + * This is used with double-buffered OpenGL contexts, which are the default. + * + * On macOS, make sure you bind 0 to the draw framebuffer before swapping the + * window, otherwise nothing will happen. If you aren't using + * glBindFramebuffer(), this is the default and you won't have to do anything + * extra. + * + * \param window the window to change. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SwapWindow(SDL_Window *window); + +/** + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_DestroyContext(SDL_GLContext context); + +/* @} *//* OpenGL support functions */ + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_video_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/SDL3/SDL_vulkan.h b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_vulkan.h new file mode 100644 index 0000000..710afbe --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/SDL3/SDL_vulkan.h @@ -0,0 +1,287 @@ +/* + Simple DirectMedia Layer + Copyright (C) 2017, Mark Callow + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVulkan + * + * Functions for creating Vulkan surfaces on SDL windows. + * + * For the most part, Vulkan operates independent of SDL, but it benefits from + * a little support during setup. + * + * Use SDL_Vulkan_GetInstanceExtensions() to get platform-specific bits for + * creating a VkInstance, then SDL_Vulkan_GetVkGetInstanceProcAddr() to get + * the appropriate function for querying Vulkan entry points. Then + * SDL_Vulkan_CreateSurface() will get you the final pieces you need to + * prepare for rendering into an SDL_Window with Vulkan. + * + * Unlike OpenGL, most of the details of "context" creation and window buffer + * swapping are handled by the Vulkan API directly, so SDL doesn't provide + * Vulkan equivalents of SDL_GL_SwapWindow(), etc; they aren't necessary. + */ + +#ifndef SDL_vulkan_h_ +#define SDL_vulkan_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Avoid including vulkan.h, don't define VkInstance if it's already included */ +#ifdef VULKAN_H_ +#define NO_SDL_VULKAN_TYPEDEFS +#endif +#ifndef NO_SDL_VULKAN_TYPEDEFS +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; + +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif + +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_HANDLE(VkPhysicalDevice) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; + +/* Make sure to undef to avoid issues in case of later vulkan include */ +#undef VK_DEFINE_HANDLE +#undef VK_DEFINE_NON_DISPATCHABLE_HANDLE + +#endif /* !NO_SDL_VULKAN_TYPEDEFS */ + +/** + * \name Vulkan support functions + */ +/* @{ */ + +/** + * Dynamically load the Vulkan loader library. + * + * This should be called after initializing the video driver, but before + * creating any Vulkan windows. If no Vulkan loader library is loaded, the + * default library will be loaded upon creation of the first Vulkan window. + * + * SDL keeps a counter of how many times this function has been successfully + * called, so it is safe to call this function multiple times, so long as it + * is eventually paired with an equivalent number of calls to + * SDL_Vulkan_UnloadLibrary. The `path` argument is ignored unless there is no + * library currently loaded, and and the library isn't actually unloaded until + * there have been an equivalent number of calls to SDL_Vulkan_UnloadLibrary. + * + * It is fairly common for Vulkan applications to link with libvulkan instead + * of explicitly loading it at run time. This will work with SDL provided the + * application links to a dynamic library and both it and SDL use the same + * search path. + * + * If you specify a non-NULL `path`, an application should retrieve all of the + * Vulkan functions it uses from the dynamic library using + * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points + * to the same vulkan loader library the application linked to. + * + * On Apple devices, if `path` is NULL, SDL will attempt to find the + * `vkGetInstanceProcAddr` address within all the Mach-O images of the current + * process. This is because it is fairly common for Vulkan applications to + * link with libvulkan (and historically MoltenVK was provided as a static + * library). If it is not found, on macOS, SDL will attempt to load + * `vulkan.framework/vulkan`, `libvulkan.1.dylib`, + * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On + * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a + * dynamic framework or .dylib must ensure it is included in its application + * bundle. + * + * On non-Apple devices, application linking with a static libvulkan is not + * supported. Either do not link to the Vulkan loader or link to a dynamic + * library version. + * + * \param path the platform dependent Vulkan loader library name or NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetVkGetInstanceProcAddr + * \sa SDL_Vulkan_UnloadLibrary + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_LoadLibrary(const char *path); + +/** + * Get the address of the `vkGetInstanceProcAddr` function. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. + * + * The actual type of the returned function pointer is + * PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan + * headers are not included here. You should cast the return value of this + * function to that type, e.g. + * + * `vkGetInstanceProcAddr = + * (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();` + * + * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); + +/** + * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary(). + * + * SDL keeps a counter of how many times this function has been called, so it + * is safe to call this function multiple times, so long as it is paired with + * an equivalent number of calls to SDL_Vulkan_LoadLibrary. The library isn't + * actually unloaded until there have been an equivalent number of calls to + * SDL_Vulkan_UnloadLibrary. + * + * Once the library has actually been unloaded, if any Vulkan instances + * remain, they will likely crash the program. Clean up any existing Vulkan + * resources, and destroy appropriate windows, renderers and GPU devices + * before calling this function. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_LoadLibrary + */ +extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); + +/** + * Get the Vulkan instance extensions needed for vkCreateInstance. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. + * + * On return, the variable pointed to by `count` will be set to the number of + * elements returned, suitable for using with + * VkInstanceCreateInfo::enabledExtensionCount, and the returned array can be + * used with VkInstanceCreateInfo::ppEnabledExtensionNames, for calling + * Vulkan's vkCreateInstance API. + * + * You should not free the returned array; it is owned by SDL. + * + * \param count a pointer filled in with the number of extensions returned. + * \returns an array of extension name strings on success, NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_CreateSurface + */ +extern SDL_DECLSPEC char const * const * SDLCALL SDL_Vulkan_GetInstanceExtensions(Uint32 *count); + +/** + * Create a Vulkan rendering surface for a window. + * + * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and + * `instance` must have been created with extensions returned by + * SDL_Vulkan_GetInstanceExtensions() enabled. + * + * If `allocator` is NULL, Vulkan will use the system default allocator. This + * argument is passed directly to Vulkan and isn't used by SDL itself. + * + * \param window the window to which to attach the Vulkan surface. + * \param instance the Vulkan instance handle. + * \param allocator a VkAllocationCallbacks struct, which lets the app set the + * allocator that creates the surface. Can be NULL. + * \param surface a pointer to a VkSurfaceKHR handle to output the newly + * created surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_DestroySurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, + VkInstance instance, + const struct VkAllocationCallbacks *allocator, + VkSurfaceKHR *surface); + +/** + * Destroy the Vulkan rendering surface of a window. + * + * This should be called before SDL_DestroyWindow, if SDL_Vulkan_CreateSurface + * was called after SDL_CreateWindow. + * + * The `instance` must have been created with extensions returned by + * SDL_Vulkan_GetInstanceExtensions() enabled and `surface` must have been + * created successfully by an SDL_Vulkan_CreateSurface() call. + * + * If `allocator` is NULL, Vulkan will use the system default allocator. This + * argument is passed directly to Vulkan and isn't used by SDL itself. + * + * \param instance the Vulkan instance handle. + * \param surface vkSurfaceKHR handle to destroy. + * \param allocator a VkAllocationCallbacks struct, which lets the app set the + * allocator that destroys the surface. Can be NULL. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_CreateSurface + */ +extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_DestroySurface(VkInstance instance, + VkSurfaceKHR surface, + const struct VkAllocationCallbacks *allocator); + +/** + * Query support for presentation via a given physical device and queue + * family. + * + * The `instance` must have been created with extensions returned by + * SDL_Vulkan_GetInstanceExtensions() enabled. + * + * \param instance the Vulkan instance handle. + * \param physicalDevice a valid Vulkan physical device handle. + * \param queueFamilyIndex a valid queue family index for the given physical + * device. + * \returns true if supported, false if unsupported or an error occurred. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetInstanceExtensions + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_GetPresentationSupport(VkInstance instance, + VkPhysicalDevice physicalDevice, + Uint32 queueFamilyIndex); + +/* @} *//* Vulkan support functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_vulkan_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config.h new file mode 100644 index 0000000..83031b7 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config.h @@ -0,0 +1,57 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_h_ +#define SDL_build_config_h_ + +#include + +/** + * \file SDL_build_config.h + * + * This is a set of defines to configure the SDL features + */ + +/* Add any platform that doesn't build using the configure system. */ +#if defined(SDL_PLATFORM_PRIVATE) +#include "SDL_build_config_private.h" +#elif defined(SDL_PLATFORM_WIN32) +#include "SDL_build_config_windows.h" +#elif defined(SDL_PLATFORM_WINGDK) +#include "SDL_build_config_wingdk.h" +#elif defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) +#include "SDL_build_config_xbox.h" +#elif defined(SDL_PLATFORM_MACOS) +#include "SDL_build_config_macos.h" +#elif defined(SDL_PLATFORM_IOS) +#include "SDL_build_config_ios.h" +#elif defined(SDL_PLATFORM_ANDROID) +#include "SDL_build_config_android.h" +#else +/* This is a minimal configuration just to get SDL running on new platforms. */ +#include "SDL_build_config_minimal.h" +#endif /* platform config */ + +#ifdef USING_GENERATED_CONFIG_H +#error Wrong SDL_build_config.h, check your include path? +#endif + +#endif /* SDL_build_config_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config.h.cmake b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config.h.cmake new file mode 100644 index 0000000..6ce491e --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config.h.cmake @@ -0,0 +1,548 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_build_config.h + * + * This is a set of defines to configure the SDL features + */ + +#ifndef SDL_build_config_h_ +#define SDL_build_config_h_ + +/* General platform specific identifiers */ +#include + +#cmakedefine HAVE_GCC_ATOMICS 1 +#cmakedefine HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1 + +#cmakedefine SDL_DISABLE_ALLOCA 1 + +/* Useful headers */ +#cmakedefine HAVE_FLOAT_H 1 +#cmakedefine HAVE_STDARG_H 1 +#cmakedefine HAVE_STDDEF_H 1 +#cmakedefine HAVE_STDINT_H 1 + +/* Comment this if you want to build without any C library requirements */ +#cmakedefine HAVE_LIBC 1 +#ifdef HAVE_LIBC + +/* Useful headers */ +#cmakedefine HAVE_ALLOCA_H 1 +#cmakedefine HAVE_ICONV_H 1 +#cmakedefine HAVE_INTTYPES_H 1 +#cmakedefine HAVE_LIMITS_H 1 +#cmakedefine HAVE_MALLOC_H 1 +#cmakedefine HAVE_MATH_H 1 +#cmakedefine HAVE_MEMORY_H 1 +#cmakedefine HAVE_SIGNAL_H 1 +#cmakedefine HAVE_STDIO_H 1 +#cmakedefine HAVE_STDLIB_H 1 +#cmakedefine HAVE_STRINGS_H 1 +#cmakedefine HAVE_STRING_H 1 +#cmakedefine HAVE_SYS_TYPES_H 1 +#cmakedefine HAVE_WCHAR_H 1 +#cmakedefine HAVE_PTHREAD_NP_H 1 + +/* C library functions */ +#cmakedefine HAVE_DLOPEN 1 +#cmakedefine HAVE_MALLOC 1 +#cmakedefine HAVE_FDATASYNC 1 +#cmakedefine HAVE_GETENV 1 +#cmakedefine HAVE_GETHOSTNAME 1 +#cmakedefine HAVE_SETENV 1 +#cmakedefine HAVE_PUTENV 1 +#cmakedefine HAVE_UNSETENV 1 +#cmakedefine HAVE_ABS 1 +#cmakedefine HAVE_BCOPY 1 +#cmakedefine HAVE_MEMSET 1 +#cmakedefine HAVE_MEMCPY 1 +#cmakedefine HAVE_MEMMOVE 1 +#cmakedefine HAVE_MEMCMP 1 +#cmakedefine HAVE_WCSLEN 1 +#cmakedefine HAVE_WCSNLEN 1 +#cmakedefine HAVE_WCSLCPY 1 +#cmakedefine HAVE_WCSLCAT 1 +#cmakedefine HAVE_WCSSTR 1 +#cmakedefine HAVE_WCSCMP 1 +#cmakedefine HAVE_WCSNCMP 1 +#cmakedefine HAVE_WCSTOL 1 +#cmakedefine HAVE_STRLEN 1 +#cmakedefine HAVE_STRNLEN 1 +#cmakedefine HAVE_STRLCPY 1 +#cmakedefine HAVE_STRLCAT 1 +#cmakedefine HAVE_STRPBRK 1 +#cmakedefine HAVE__STRREV 1 +#cmakedefine HAVE_INDEX 1 +#cmakedefine HAVE_RINDEX 1 +#cmakedefine HAVE_STRCHR 1 +#cmakedefine HAVE_STRRCHR 1 +#cmakedefine HAVE_STRSTR 1 +#cmakedefine HAVE_STRNSTR 1 +#cmakedefine HAVE_STRTOK_R 1 +#cmakedefine HAVE_ITOA 1 +#cmakedefine HAVE__LTOA 1 +#cmakedefine HAVE__UITOA 1 +#cmakedefine HAVE__ULTOA 1 +#cmakedefine HAVE_STRTOL 1 +#cmakedefine HAVE_STRTOUL 1 +#cmakedefine HAVE__I64TOA 1 +#cmakedefine HAVE__UI64TOA 1 +#cmakedefine HAVE_STRTOLL 1 +#cmakedefine HAVE_STRTOULL 1 +#cmakedefine HAVE_STRTOD 1 +#cmakedefine HAVE_ATOI 1 +#cmakedefine HAVE_ATOF 1 +#cmakedefine HAVE_STRCMP 1 +#cmakedefine HAVE_STRNCMP 1 +#cmakedefine HAVE_VSSCANF 1 +#cmakedefine HAVE_VSNPRINTF 1 +#cmakedefine HAVE_ACOS 1 +#cmakedefine HAVE_ACOSF 1 +#cmakedefine HAVE_ASIN 1 +#cmakedefine HAVE_ASINF 1 +#cmakedefine HAVE_ATAN 1 +#cmakedefine HAVE_ATANF 1 +#cmakedefine HAVE_ATAN2 1 +#cmakedefine HAVE_ATAN2F 1 +#cmakedefine HAVE_CEIL 1 +#cmakedefine HAVE_CEILF 1 +#cmakedefine HAVE_COPYSIGN 1 +#cmakedefine HAVE_COPYSIGNF 1 +#cmakedefine HAVE__COPYSIGN 1 +#cmakedefine HAVE_COS 1 +#cmakedefine HAVE_COSF 1 +#cmakedefine HAVE_EXP 1 +#cmakedefine HAVE_EXPF 1 +#cmakedefine HAVE_FABS 1 +#cmakedefine HAVE_FABSF 1 +#cmakedefine HAVE_FLOOR 1 +#cmakedefine HAVE_FLOORF 1 +#cmakedefine HAVE_FMOD 1 +#cmakedefine HAVE_FMODF 1 +#cmakedefine HAVE_ISINF 1 +#cmakedefine HAVE_ISINFF 1 +#cmakedefine HAVE_ISINF_FLOAT_MACRO 1 +#cmakedefine HAVE_ISNAN 1 +#cmakedefine HAVE_ISNANF 1 +#cmakedefine HAVE_ISNAN_FLOAT_MACRO 1 +#cmakedefine HAVE_LOG 1 +#cmakedefine HAVE_LOGF 1 +#cmakedefine HAVE_LOG10 1 +#cmakedefine HAVE_LOG10F 1 +#cmakedefine HAVE_LROUND 1 +#cmakedefine HAVE_LROUNDF 1 +#cmakedefine HAVE_MODF 1 +#cmakedefine HAVE_MODFF 1 +#cmakedefine HAVE_POW 1 +#cmakedefine HAVE_POWF 1 +#cmakedefine HAVE_ROUND 1 +#cmakedefine HAVE_ROUNDF 1 +#cmakedefine HAVE_SCALBN 1 +#cmakedefine HAVE_SCALBNF 1 +#cmakedefine HAVE_SIN 1 +#cmakedefine HAVE_SINF 1 +#cmakedefine HAVE_SQRT 1 +#cmakedefine HAVE_SQRTF 1 +#cmakedefine HAVE_TAN 1 +#cmakedefine HAVE_TANF 1 +#cmakedefine HAVE_TRUNC 1 +#cmakedefine HAVE_TRUNCF 1 +#cmakedefine HAVE__FSEEKI64 1 +#cmakedefine HAVE_FOPEN64 1 +#cmakedefine HAVE_FSEEKO 1 +#cmakedefine HAVE_FSEEKO64 1 +#cmakedefine HAVE_MEMFD_CREATE 1 +#cmakedefine HAVE_POSIX_FALLOCATE 1 +#cmakedefine HAVE_SIGACTION 1 +#cmakedefine HAVE_SA_SIGACTION 1 +#cmakedefine HAVE_ST_MTIM 1 +#cmakedefine HAVE_SETJMP 1 +#cmakedefine HAVE_NANOSLEEP 1 +#cmakedefine HAVE_GMTIME_R 1 +#cmakedefine HAVE_LOCALTIME_R 1 +#cmakedefine HAVE_NL_LANGINFO 1 +#cmakedefine HAVE_SYSCONF 1 +#cmakedefine HAVE_SYSCTLBYNAME 1 +#cmakedefine HAVE_CLOCK_GETTIME 1 +#cmakedefine HAVE_GETPAGESIZE 1 +#cmakedefine HAVE_ICONV 1 +#cmakedefine SDL_USE_LIBICONV 1 +#cmakedefine HAVE_PTHREAD_SETNAME_NP 1 +#cmakedefine HAVE_PTHREAD_SET_NAME_NP 1 +#cmakedefine HAVE_SEM_TIMEDWAIT 1 +#cmakedefine HAVE_GETAUXVAL 1 +#cmakedefine HAVE_ELF_AUX_INFO 1 +#cmakedefine HAVE_POLL 1 +#cmakedefine HAVE__EXIT 1 + +#endif /* HAVE_LIBC */ + +#cmakedefine HAVE_DBUS_DBUS_H 1 +#cmakedefine HAVE_FCITX 1 +#cmakedefine HAVE_IBUS_IBUS_H 1 +#cmakedefine HAVE_INOTIFY_INIT1 1 +#cmakedefine HAVE_INOTIFY 1 +#cmakedefine HAVE_LIBUSB 1 +#cmakedefine HAVE_O_CLOEXEC 1 + +#cmakedefine HAVE_LINUX_INPUT_H 1 +#cmakedefine HAVE_LIBUDEV_H 1 +#cmakedefine HAVE_LIBDECOR_H 1 +#cmakedefine HAVE_LIBURING_H 1 + +#cmakedefine HAVE_DDRAW_H 1 +#cmakedefine HAVE_DSOUND_H 1 +#cmakedefine HAVE_DINPUT_H 1 +#cmakedefine HAVE_XINPUT_H 1 +#cmakedefine HAVE_WINDOWS_GAMING_INPUT_H 1 +#cmakedefine HAVE_GAMEINPUT_H 1 +#cmakedefine HAVE_DXGI_H 1 +#cmakedefine HAVE_DXGI1_6_H 1 + +#cmakedefine HAVE_MMDEVICEAPI_H 1 +#cmakedefine HAVE_TPCSHRD_H 1 +#cmakedefine HAVE_ROAPI_H 1 +#cmakedefine HAVE_SHELLSCALINGAPI_H 1 + +#cmakedefine USE_POSIX_SPAWN 1 + +/* SDL internal assertion support */ +#cmakedefine SDL_DEFAULT_ASSERT_LEVEL_CONFIGURED 1 +#ifdef SDL_DEFAULT_ASSERT_LEVEL_CONFIGURED +#define SDL_DEFAULT_ASSERT_LEVEL @SDL_DEFAULT_ASSERT_LEVEL@ +#endif + +/* Allow disabling of major subsystems */ +#cmakedefine SDL_AUDIO_DISABLED 1 +#cmakedefine SDL_VIDEO_DISABLED 1 +#cmakedefine SDL_GPU_DISABLED 1 +#cmakedefine SDL_RENDER_DISABLED 1 +#cmakedefine SDL_CAMERA_DISABLED 1 +#cmakedefine SDL_JOYSTICK_DISABLED 1 +#cmakedefine SDL_HAPTIC_DISABLED 1 +#cmakedefine SDL_HIDAPI_DISABLED 1 +#cmakedefine SDL_POWER_DISABLED 1 +#cmakedefine SDL_SENSOR_DISABLED 1 +#cmakedefine SDL_DIALOG_DISABLED 1 +#cmakedefine SDL_THREADS_DISABLED 1 + +/* Enable various audio drivers */ +#cmakedefine SDL_AUDIO_DRIVER_ALSA 1 +#cmakedefine SDL_AUDIO_DRIVER_ALSA_DYNAMIC @SDL_AUDIO_DRIVER_ALSA_DYNAMIC@ +#cmakedefine SDL_AUDIO_DRIVER_OPENSLES 1 +#cmakedefine SDL_AUDIO_DRIVER_AAUDIO 1 +#cmakedefine SDL_AUDIO_DRIVER_COREAUDIO 1 +#cmakedefine SDL_AUDIO_DRIVER_DISK 1 +#cmakedefine SDL_AUDIO_DRIVER_DSOUND 1 +#cmakedefine SDL_AUDIO_DRIVER_DUMMY 1 +#cmakedefine SDL_AUDIO_DRIVER_EMSCRIPTEN 1 +#cmakedefine SDL_AUDIO_DRIVER_HAIKU 1 +#cmakedefine SDL_AUDIO_DRIVER_JACK 1 +#cmakedefine SDL_AUDIO_DRIVER_JACK_DYNAMIC @SDL_AUDIO_DRIVER_JACK_DYNAMIC@ +#cmakedefine SDL_AUDIO_DRIVER_NETBSD 1 +#cmakedefine SDL_AUDIO_DRIVER_OSS 1 +#cmakedefine SDL_AUDIO_DRIVER_PIPEWIRE 1 +#cmakedefine SDL_AUDIO_DRIVER_PIPEWIRE_DYNAMIC @SDL_AUDIO_DRIVER_PIPEWIRE_DYNAMIC@ +#cmakedefine SDL_AUDIO_DRIVER_PULSEAUDIO 1 +#cmakedefine SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC @SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC@ +#cmakedefine SDL_AUDIO_DRIVER_SNDIO 1 +#cmakedefine SDL_AUDIO_DRIVER_SNDIO_DYNAMIC @SDL_AUDIO_DRIVER_SNDIO_DYNAMIC@ +#cmakedefine SDL_AUDIO_DRIVER_WASAPI 1 +#cmakedefine SDL_AUDIO_DRIVER_VITA 1 +#cmakedefine SDL_AUDIO_DRIVER_PSP 1 +#cmakedefine SDL_AUDIO_DRIVER_PS2 1 +#cmakedefine SDL_AUDIO_DRIVER_N3DS 1 +#cmakedefine SDL_AUDIO_DRIVER_QNX 1 + +/* Enable various input drivers */ +#cmakedefine SDL_INPUT_LINUXEV 1 +#cmakedefine SDL_INPUT_LINUXKD 1 +#cmakedefine SDL_INPUT_FBSDKBIO 1 +#cmakedefine SDL_INPUT_WSCONS 1 +#cmakedefine SDL_HAVE_MACHINE_JOYSTICK_H 1 +#cmakedefine SDL_JOYSTICK_ANDROID 1 +#cmakedefine SDL_JOYSTICK_DINPUT 1 +#cmakedefine SDL_JOYSTICK_DUMMY 1 +#cmakedefine SDL_JOYSTICK_EMSCRIPTEN 1 +#cmakedefine SDL_JOYSTICK_GAMEINPUT 1 +#cmakedefine SDL_JOYSTICK_HAIKU 1 +#cmakedefine SDL_JOYSTICK_HIDAPI 1 +#cmakedefine SDL_JOYSTICK_IOKIT 1 +#cmakedefine SDL_JOYSTICK_LINUX 1 +#cmakedefine SDL_JOYSTICK_MFI 1 +#cmakedefine SDL_JOYSTICK_N3DS 1 +#cmakedefine SDL_JOYSTICK_PS2 1 +#cmakedefine SDL_JOYSTICK_PSP 1 +#cmakedefine SDL_JOYSTICK_RAWINPUT 1 +#cmakedefine SDL_JOYSTICK_USBHID 1 +#cmakedefine SDL_JOYSTICK_VIRTUAL 1 +#cmakedefine SDL_JOYSTICK_VITA 1 +#cmakedefine SDL_JOYSTICK_WGI 1 +#cmakedefine SDL_JOYSTICK_XINPUT 1 +#cmakedefine SDL_HAPTIC_DUMMY 1 +#cmakedefine SDL_HAPTIC_LINUX 1 +#cmakedefine SDL_HAPTIC_IOKIT 1 +#cmakedefine SDL_HAPTIC_DINPUT 1 +#cmakedefine SDL_HAPTIC_ANDROID 1 +#cmakedefine SDL_LIBUSB_DYNAMIC @SDL_LIBUSB_DYNAMIC@ +#cmakedefine SDL_UDEV_DYNAMIC @SDL_UDEV_DYNAMIC@ + +/* Enable various process implementations */ +#cmakedefine SDL_PROCESS_DUMMY 1 +#cmakedefine SDL_PROCESS_POSIX 1 +#cmakedefine SDL_PROCESS_WINDOWS 1 + +/* Enable various sensor drivers */ +#cmakedefine SDL_SENSOR_ANDROID 1 +#cmakedefine SDL_SENSOR_COREMOTION 1 +#cmakedefine SDL_SENSOR_WINDOWS 1 +#cmakedefine SDL_SENSOR_DUMMY 1 +#cmakedefine SDL_SENSOR_VITA 1 +#cmakedefine SDL_SENSOR_N3DS 1 + +/* Enable various shared object loading systems */ +#cmakedefine SDL_LOADSO_DLOPEN 1 +#cmakedefine SDL_LOADSO_DUMMY 1 +#cmakedefine SDL_LOADSO_WINDOWS 1 + +/* Enable various threading systems */ +#cmakedefine SDL_THREAD_GENERIC_COND_SUFFIX 1 +#cmakedefine SDL_THREAD_GENERIC_RWLOCK_SUFFIX 1 +#cmakedefine SDL_THREAD_PTHREAD 1 +#cmakedefine SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1 +#cmakedefine SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP 1 +#cmakedefine SDL_THREAD_WINDOWS 1 +#cmakedefine SDL_THREAD_VITA 1 +#cmakedefine SDL_THREAD_PSP 1 +#cmakedefine SDL_THREAD_PS2 1 +#cmakedefine SDL_THREAD_N3DS 1 + +/* Enable various RTC systems */ +#cmakedefine SDL_TIME_UNIX 1 +#cmakedefine SDL_TIME_WINDOWS 1 +#cmakedefine SDL_TIME_VITA 1 +#cmakedefine SDL_TIME_PSP 1 +#cmakedefine SDL_TIME_PS2 1 +#cmakedefine SDL_TIME_N3DS 1 + +/* Enable various timer systems */ +#cmakedefine SDL_TIMER_HAIKU 1 +#cmakedefine SDL_TIMER_UNIX 1 +#cmakedefine SDL_TIMER_WINDOWS 1 +#cmakedefine SDL_TIMER_VITA 1 +#cmakedefine SDL_TIMER_PSP 1 +#cmakedefine SDL_TIMER_PS2 1 +#cmakedefine SDL_TIMER_N3DS 1 + +/* Enable various video drivers */ +#cmakedefine SDL_VIDEO_DRIVER_ANDROID 1 +#cmakedefine SDL_VIDEO_DRIVER_COCOA 1 +#cmakedefine SDL_VIDEO_DRIVER_DUMMY 1 +#cmakedefine SDL_VIDEO_DRIVER_EMSCRIPTEN 1 +#cmakedefine SDL_VIDEO_DRIVER_HAIKU 1 +#cmakedefine SDL_VIDEO_DRIVER_KMSDRM 1 +#cmakedefine SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC @SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC@ +#cmakedefine SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM @SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM@ +#cmakedefine SDL_VIDEO_DRIVER_N3DS 1 +#cmakedefine SDL_VIDEO_DRIVER_OFFSCREEN 1 +#cmakedefine SDL_VIDEO_DRIVER_PS2 1 +#cmakedefine SDL_VIDEO_DRIVER_PSP 1 +#cmakedefine SDL_VIDEO_DRIVER_RISCOS 1 +#cmakedefine SDL_VIDEO_DRIVER_ROCKCHIP 1 +#cmakedefine SDL_VIDEO_DRIVER_RPI 1 +#cmakedefine SDL_VIDEO_DRIVER_UIKIT 1 +#cmakedefine SDL_VIDEO_DRIVER_VITA 1 +#cmakedefine SDL_VIDEO_DRIVER_VIVANTE 1 +#cmakedefine SDL_VIDEO_DRIVER_VIVANTE_VDK 1 +#cmakedefine SDL_VIDEO_DRIVER_OPENVR 1 +#cmakedefine SDL_VIDEO_DRIVER_WAYLAND 1 +#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC@ +#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR@ +#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL@ +#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_LIBDECOR @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_LIBDECOR@ +#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON@ +#cmakedefine SDL_VIDEO_DRIVER_WINDOWS 1 +#cmakedefine SDL_VIDEO_DRIVER_X11 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC @SDL_VIDEO_DRIVER_X11_DYNAMIC@ +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR @SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR@ +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT @SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT@ +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XFIXES @SDL_VIDEO_DRIVER_X11_DYNAMIC_XFIXES@ +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 @SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2@ +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR @SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR@ +#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS @SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS@ +#cmakedefine SDL_VIDEO_DRIVER_X11_HAS_XKBLOOKUPKEYSYM 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XCURSOR 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XDBE 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XFIXES 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XINPUT2 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XRANDR 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XSHAPE 1 +#cmakedefine SDL_VIDEO_DRIVER_X11_XSYNC 1 +#cmakedefine SDL_VIDEO_DRIVER_QNX 1 + +#cmakedefine SDL_VIDEO_RENDER_D3D 1 +#cmakedefine SDL_VIDEO_RENDER_D3D11 1 +#cmakedefine SDL_VIDEO_RENDER_D3D12 1 +#cmakedefine SDL_VIDEO_RENDER_GPU 1 +#cmakedefine SDL_VIDEO_RENDER_METAL 1 +#cmakedefine SDL_VIDEO_RENDER_VULKAN 1 +#cmakedefine SDL_VIDEO_RENDER_OGL 1 +#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 1 +#cmakedefine SDL_VIDEO_RENDER_PS2 1 +#cmakedefine SDL_VIDEO_RENDER_PSP 1 +#cmakedefine SDL_VIDEO_RENDER_VITA_GXM 1 + +/* Enable OpenGL support */ +#cmakedefine SDL_VIDEO_OPENGL 1 +#cmakedefine SDL_VIDEO_OPENGL_ES 1 +#cmakedefine SDL_VIDEO_OPENGL_ES2 1 +#cmakedefine SDL_VIDEO_OPENGL_CGL 1 +#cmakedefine SDL_VIDEO_OPENGL_GLX 1 +#cmakedefine SDL_VIDEO_OPENGL_WGL 1 +#cmakedefine SDL_VIDEO_OPENGL_EGL 1 + +/* Enable Vulkan support */ +#cmakedefine SDL_VIDEO_VULKAN 1 + +/* Enable Metal support */ +#cmakedefine SDL_VIDEO_METAL 1 + +/* Enable GPU support */ +#cmakedefine SDL_GPU_D3D11 1 +#cmakedefine SDL_GPU_D3D12 1 +#cmakedefine SDL_GPU_VULKAN 1 +#cmakedefine SDL_GPU_METAL 1 + +/* Enable system power support */ +#cmakedefine SDL_POWER_ANDROID 1 +#cmakedefine SDL_POWER_LINUX 1 +#cmakedefine SDL_POWER_WINDOWS 1 +#cmakedefine SDL_POWER_MACOSX 1 +#cmakedefine SDL_POWER_UIKIT 1 +#cmakedefine SDL_POWER_HAIKU 1 +#cmakedefine SDL_POWER_EMSCRIPTEN 1 +#cmakedefine SDL_POWER_HARDWIRED 1 +#cmakedefine SDL_POWER_VITA 1 +#cmakedefine SDL_POWER_PSP 1 +#cmakedefine SDL_POWER_N3DS 1 + +/* Enable system filesystem support */ +#cmakedefine SDL_FILESYSTEM_ANDROID 1 +#cmakedefine SDL_FILESYSTEM_HAIKU 1 +#cmakedefine SDL_FILESYSTEM_COCOA 1 +#cmakedefine SDL_FILESYSTEM_DUMMY 1 +#cmakedefine SDL_FILESYSTEM_RISCOS 1 +#cmakedefine SDL_FILESYSTEM_UNIX 1 +#cmakedefine SDL_FILESYSTEM_WINDOWS 1 +#cmakedefine SDL_FILESYSTEM_EMSCRIPTEN 1 +#cmakedefine SDL_FILESYSTEM_VITA 1 +#cmakedefine SDL_FILESYSTEM_PSP 1 +#cmakedefine SDL_FILESYSTEM_PS2 1 +#cmakedefine SDL_FILESYSTEM_N3DS 1 + +/* Enable system storage support */ +#cmakedefine SDL_STORAGE_STEAM @SDL_STORAGE_STEAM@ + +/* Enable system FSops support */ +#cmakedefine SDL_FSOPS_POSIX 1 +#cmakedefine SDL_FSOPS_WINDOWS 1 +#cmakedefine SDL_FSOPS_DUMMY 1 + +/* Enable camera subsystem */ +#cmakedefine SDL_CAMERA_DRIVER_DUMMY 1 +/* !!! FIXME: for later cmakedefine SDL_CAMERA_DRIVER_DISK 1 */ +#cmakedefine SDL_CAMERA_DRIVER_V4L2 1 +#cmakedefine SDL_CAMERA_DRIVER_COREMEDIA 1 +#cmakedefine SDL_CAMERA_DRIVER_ANDROID 1 +#cmakedefine SDL_CAMERA_DRIVER_EMSCRIPTEN 1 +#cmakedefine SDL_CAMERA_DRIVER_MEDIAFOUNDATION 1 +#cmakedefine SDL_CAMERA_DRIVER_PIPEWIRE 1 +#cmakedefine SDL_CAMERA_DRIVER_PIPEWIRE_DYNAMIC @SDL_CAMERA_DRIVER_PIPEWIRE_DYNAMIC@ +#cmakedefine SDL_CAMERA_DRIVER_VITA 1 + +/* Enable dialog subsystem */ +#cmakedefine SDL_DIALOG_DUMMY 1 + +/* Enable assembly routines */ +#cmakedefine SDL_ALTIVEC_BLITTERS 1 + +/* Whether SDL_DYNAMIC_API needs dlopen */ +#cmakedefine DYNAPI_NEEDS_DLOPEN 1 + +/* Enable ime support */ +#cmakedefine SDL_USE_IME 1 +#cmakedefine SDL_DISABLE_WINDOWS_IME 1 +#cmakedefine SDL_GDK_TEXTINPUT 1 + +/* Platform specific definitions */ +#cmakedefine SDL_IPHONE_KEYBOARD 1 +#cmakedefine SDL_IPHONE_LAUNCHSCREEN 1 + +#cmakedefine SDL_VIDEO_VITA_PIB 1 +#cmakedefine SDL_VIDEO_VITA_PVR 1 +#cmakedefine SDL_VIDEO_VITA_PVR_OGL 1 + +/* Libdecor version info */ +#define SDL_LIBDECOR_VERSION_MAJOR @SDL_LIBDECOR_VERSION_MAJOR@ +#define SDL_LIBDECOR_VERSION_MINOR @SDL_LIBDECOR_VERSION_MINOR@ +#define SDL_LIBDECOR_VERSION_PATCH @SDL_LIBDECOR_VERSION_PATCH@ + +#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_) +/* Most everything except Visual Studio 2008 and earlier has stdint.h now */ +#if defined(_MSC_VER) && (_MSC_VER < 1600) +typedef signed __int8 int8_t; +typedef unsigned __int8 uint8_t; +typedef signed __int16 int16_t; +typedef unsigned __int16 uint16_t; +typedef signed __int32 int32_t; +typedef unsigned __int32 uint32_t; +typedef signed __int64 int64_t; +typedef unsigned __int64 uint64_t; +#ifndef _UINTPTR_T_DEFINED +#ifdef _WIN64 +typedef unsigned __int64 uintptr_t; +#else +typedef unsigned int uintptr_t; +#endif +#endif +#endif /* Visual Studio 2008 */ +#endif /* !_STDINT_H_ && !HAVE_STDINT_H */ + +/* Configure use of intrinsics */ +#cmakedefine SDL_DISABLE_SSE 1 +#cmakedefine SDL_DISABLE_SSE2 1 +#cmakedefine SDL_DISABLE_SSE3 1 +#cmakedefine SDL_DISABLE_SSE4_1 1 +#cmakedefine SDL_DISABLE_SSE4_2 1 +#cmakedefine SDL_DISABLE_AVX 1 +#cmakedefine SDL_DISABLE_AVX2 1 +#cmakedefine SDL_DISABLE_AVX512F 1 +#cmakedefine SDL_DISABLE_MMX 1 +#cmakedefine SDL_DISABLE_LSX 1 +#cmakedefine SDL_DISABLE_LASX 1 +#cmakedefine SDL_DISABLE_NEON 1 + +#endif /* SDL_build_config_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_android.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_android.h new file mode 100644 index 0000000..a0727f5 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_android.h @@ -0,0 +1,217 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_android_h_ +#define SDL_build_config_android_h_ +#define SDL_build_config_h_ + +#include + +/** + * \file SDL_build_config_android.h + * + * This is a configuration that can be used to build SDL for Android + */ + +#include + +#define HAVE_GCC_ATOMICS 1 + +#define HAVE_ALLOCA_H 1 +#define HAVE_FLOAT_H 1 +#define HAVE_INTTYPES_H 1 +#define HAVE_LIMITS_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#define HAVE_STDINT_H 1 +#define HAVE_STDIO_H 1 +#define HAVE_STDLIB_H 1 +#define HAVE_STRING_H 1 +#define HAVE_SYS_TYPES_H 1 +#define HAVE_WCHAR_H 1 + +/* C library functions */ +#define HAVE_LIBC 1 +#define HAVE_DLOPEN 1 +#define HAVE_MALLOC 1 +#define HAVE_FDATASYNC 1 +#define HAVE_GETENV 1 +#define HAVE_GETHOSTNAME 1 +#define HAVE_PUTENV 1 +#define HAVE_SETENV 1 +#define HAVE_UNSETENV 1 +#define HAVE_ABS 1 +#define HAVE_BCOPY 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE_STRLCPY 1 +#define HAVE_STRLCAT 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +#define HAVE_STRTOK_R 1 +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_VSSCANF 1 +#define HAVE_VSNPRINTF 1 +#define HAVE_ACOS 1 +#define HAVE_ACOSF 1 +#define HAVE_ASIN 1 +#define HAVE_ASINF 1 +#define HAVE_ATAN 1 +#define HAVE_ATANF 1 +#define HAVE_ATAN2 1 +#define HAVE_ATAN2F 1 +#define HAVE_CEIL 1 +#define HAVE_CEILF 1 +#define HAVE_COPYSIGN 1 +#define HAVE_COPYSIGNF 1 +#define HAVE_COS 1 +#define HAVE_COSF 1 +#define HAVE_EXP 1 +#define HAVE_EXPF 1 +#define HAVE_FABS 1 +#define HAVE_FABSF 1 +#define HAVE_FLOOR 1 +#define HAVE_FLOORF 1 +#define HAVE_FMOD 1 +#define HAVE_FMODF 1 +#define HAVE_ISINF 1 +#define HAVE_ISINF_FLOAT_MACRO 1 +#define HAVE_ISNAN 1 +#define HAVE_ISNAN_FLOAT_MACRO 1 +#define HAVE_LOG 1 +#define HAVE_LOGF 1 +#define HAVE_LOG10 1 +#define HAVE_LOG10F 1 +#define HAVE_LROUND 1 +#define HAVE_LROUNDF 1 +#define HAVE_MODF 1 +#define HAVE_MODFF 1 +#define HAVE_POW 1 +#define HAVE_POWF 1 +#define HAVE_ROUND 1 +#define HAVE_ROUNDF 1 +#define HAVE_SCALBN 1 +#define HAVE_SCALBNF 1 +#define HAVE_SIN 1 +#define HAVE_SINF 1 +#define HAVE_SQRT 1 +#define HAVE_SQRTF 1 +#define HAVE_TAN 1 +#define HAVE_TANF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 +#define HAVE_SIGACTION 1 +#define HAVE_SETJMP 1 +#define HAVE_NANOSLEEP 1 +#define HAVE_GMTIME_R 1 +#define HAVE_LOCALTIME_R 1 +#define HAVE_SYSCONF 1 +#define HAVE_CLOCK_GETTIME 1 + +/* Enable various audio drivers */ +#ifndef SDL_AUDIO_DISABLED +#define SDL_AUDIO_DRIVER_OPENSLES 1 +#define SDL_AUDIO_DRIVER_AAUDIO 1 +#endif /* SDL_AUDIO_DISABLED */ + +/* Enable various input drivers */ +#ifndef SDL_JOYSTICK_DISABLED +#define SDL_JOYSTICK_ANDROID 1 +#define SDL_JOYSTICK_HIDAPI 1 +#define SDL_JOYSTICK_VIRTUAL 1 +#endif /* SDL_JOYSTICK_DISABLED */ +#ifndef SDL_HAPTIC_DISABLED +#define SDL_HAPTIC_ANDROID 1 +#endif /* SDL_HAPTIC_DISABLED */ + +/* Enable the stub process support */ +#define SDL_PROCESS_DUMMY 1 + +/* Enable sensor driver */ +#ifndef SDL_SENSOR_DISABLED +#define SDL_SENSOR_ANDROID 1 +#endif /* SDL_SENSOR_DISABLED */ + +/* Enable various shared object loading systems */ +#define SDL_LOADSO_DLOPEN 1 + +/* Enable various threading systems */ +#define SDL_THREAD_PTHREAD 1 +#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1 + +/* Enable RTC system */ +#define SDL_TIME_UNIX 1 + +/* Enable various timer systems */ +#define SDL_TIMER_UNIX 1 + +/* Enable various video drivers */ +#define SDL_VIDEO_DRIVER_ANDROID 1 + +/* Enable OpenGL ES */ +#define SDL_VIDEO_OPENGL_ES 1 +#define SDL_VIDEO_OPENGL_ES2 1 +#define SDL_VIDEO_OPENGL_EGL 1 +#define SDL_VIDEO_RENDER_OGL_ES2 1 + +/* Enable Vulkan support */ +#if defined(__ARM_ARCH) && __ARM_ARCH < 7 +/* Android does not support Vulkan in native code using the "armeabi" ABI. */ +#else +#define SDL_VIDEO_VULKAN 1 +#define SDL_VIDEO_RENDER_VULKAN 1 +#define SDL_GPU_VULKAN 1 +#define SDL_VIDEO_RENDER_GPU 1 +#endif + +/* Enable system power support */ +#define SDL_POWER_ANDROID 1 + +/* Enable the filesystem driver */ +#define SDL_FILESYSTEM_ANDROID 1 +#define SDL_FSOPS_POSIX 1 + +/* Enable the camera driver */ +#ifndef SDL_CAMERA_DISABLED +#define SDL_CAMERA_DRIVER_ANDROID 1 +#endif /* SDL_CAMERA_DISABLED */ + +/* Enable nl_langinfo and high-res file times on version 26 and higher. */ +#if __ANDROID_API__ >= 26 +#define HAVE_NL_LANGINFO 1 +#define HAVE_ST_MTIM 1 +#endif + +#endif /* SDL_build_config_android_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_ios.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_ios.h new file mode 100644 index 0000000..be1ec29 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_ios.h @@ -0,0 +1,226 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_ios_h_ +#define SDL_build_config_ios_h_ +#define SDL_build_config_h_ + +#include + +#define HAVE_GCC_ATOMICS 1 + +#define HAVE_ALLOCA_H 1 +#define HAVE_FLOAT_H 1 +#define HAVE_INTTYPES_H 1 +#define HAVE_LIMITS_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#define HAVE_STDINT_H 1 +#define HAVE_STDIO_H 1 +#define HAVE_STDLIB_H 1 +#define HAVE_STRING_H 1 +#define HAVE_SYS_TYPES_H 1 +#define HAVE_WCHAR_H 1 + +/* C library functions */ +#define HAVE_LIBC 1 +#define HAVE_DLOPEN 1 +#define HAVE_MALLOC 1 +#define HAVE_GETENV 1 +#define HAVE_GETHOSTNAME 1 +#define HAVE_PUTENV 1 +#define HAVE_SETENV 1 +#define HAVE_UNSETENV 1 +#define HAVE_ABS 1 +#define HAVE_BCOPY 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE_STRLCPY 1 +#define HAVE_STRLCAT 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +#define HAVE_STRTOK_R 1 +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_STRPBRK 1 +#define HAVE_VSSCANF 1 +#define HAVE_VSNPRINTF 1 +#define HAVE_ACOS 1 +#define HAVE_ACOSF 1 +#define HAVE_ASIN 1 +#define HAVE_ASINF 1 +#define HAVE_ATAN 1 +#define HAVE_ATANF 1 +#define HAVE_ATAN2 1 +#define HAVE_ATAN2F 1 +#define HAVE_CEIL 1 +#define HAVE_CEILF 1 +#define HAVE_COPYSIGN 1 +#define HAVE_COPYSIGNF 1 +#define HAVE_COS 1 +#define HAVE_COSF 1 +#define HAVE_EXP 1 +#define HAVE_EXPF 1 +#define HAVE_FABS 1 +#define HAVE_FABSF 1 +#define HAVE_FLOOR 1 +#define HAVE_FLOORF 1 +#define HAVE_FMOD 1 +#define HAVE_FMODF 1 +#define HAVE_ISINF 1 +#define HAVE_ISINF_FLOAT_MACRO 1 +#define HAVE_ISNAN 1 +#define HAVE_ISNAN_FLOAT_MACRO 1 +#define HAVE_LOG 1 +#define HAVE_LOGF 1 +#define HAVE_LOG10 1 +#define HAVE_LOG10F 1 +#define HAVE_LROUND 1 +#define HAVE_LROUNDF 1 +#define HAVE_MODF 1 +#define HAVE_MODFF 1 +#define HAVE_POW 1 +#define HAVE_POWF 1 +#define HAVE_ROUND 1 +#define HAVE_ROUNDF 1 +#define HAVE_SCALBN 1 +#define HAVE_SCALBNF 1 +#define HAVE_SIN 1 +#define HAVE_SINF 1 +#define HAVE_SQRT 1 +#define HAVE_SQRTF 1 +#define HAVE_TAN 1 +#define HAVE_TANF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 +#define HAVE_SIGACTION 1 +#define HAVE_SETJMP 1 +#define HAVE_NANOSLEEP 1 +#define HAVE_GMTIME_R 1 +#define HAVE_LOCALTIME_R 1 +#define HAVE_NL_LANGINFO 1 +#define HAVE_SYSCONF 1 +#define HAVE_SYSCTLBYNAME 1 +#define HAVE_O_CLOEXEC 1 + +/* enable iPhone version of Core Audio driver */ +#define SDL_AUDIO_DRIVER_COREAUDIO 1 +/* Enable the dummy audio driver (src/audio/dummy/\*.c) */ +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */ +#define SDL_HAPTIC_DUMMY 1 + +/* Enable joystick support */ +/* Only enable HIDAPI support if you want to support Steam Controllers on iOS and tvOS */ +/*#define SDL_JOYSTICK_HIDAPI 1*/ +#define SDL_JOYSTICK_MFI 1 +#define SDL_JOYSTICK_VIRTUAL 1 + +/* Enable various process implementations */ +#define SDL_PROCESS_DUMMY 1 + +#ifdef SDL_PLATFORM_TVOS +#define SDL_SENSOR_DUMMY 1 +#else +/* Enable the CoreMotion sensor driver */ +#define SDL_SENSOR_COREMOTION 1 +#endif + +/* Enable Unix style SO loading */ +#define SDL_LOADSO_DLOPEN 1 + +/* Enable various threading systems */ +#define SDL_THREAD_PTHREAD 1 +#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1 + +/* Enable various RTC system */ +#define SDL_TIME_UNIX 1 + +/* Enable various timer systems */ +#define SDL_TIMER_UNIX 1 + +/* Supported video drivers */ +#define SDL_VIDEO_DRIVER_UIKIT 1 +#define SDL_VIDEO_DRIVER_DUMMY 1 + +/* Enable OpenGL ES */ +#if !TARGET_OS_MACCATALYST && !TARGET_OS_VISION +#define SDL_VIDEO_OPENGL_ES2 1 +#define SDL_VIDEO_OPENGL_ES 1 +#define SDL_VIDEO_RENDER_OGL_ES2 1 +#endif + +/* Metal supported on 64-bit devices running iOS 8.0 and tvOS 9.0 and newer + Also supported in simulator from iOS 13.0 and tvOS 13.0 + */ +#if (TARGET_OS_SIMULATOR && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000) || (__TV_OS_VERSION_MIN_REQUIRED >= 130000))) || (!TARGET_CPU_ARM && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 80000) || (__TV_OS_VERSION_MIN_REQUIRED >= 90000))) +#define SDL_PLATFORM_SUPPORTS_METAL 1 +#else +#define SDL_PLATFORM_SUPPORTS_METAL 0 +#endif + +#if SDL_PLATFORM_SUPPORTS_METAL +#define SDL_VIDEO_METAL 1 +#define SDL_VIDEO_VULKAN 1 +#define SDL_GPU_METAL 1 +#define SDL_GPU_VULKAN 1 +#define SDL_VIDEO_RENDER_METAL 1 +#define SDL_VIDEO_RENDER_GPU 1 +#endif + +/* Enable system power support */ +#define SDL_POWER_UIKIT 1 + +/* enable iPhone keyboard support */ +#define SDL_IPHONE_KEYBOARD 1 + +/* enable iOS extended launch screen */ +#define SDL_IPHONE_LAUNCHSCREEN 1 + +/* enable filesystem support */ +#define SDL_FILESYSTEM_COCOA 1 +#define SDL_FSOPS_POSIX 1 + +/* enable camera support */ +#ifndef SDL_PLATFORM_TVOS +#define SDL_CAMERA_DRIVER_COREMEDIA 1 +#endif + +#define SDL_CAMERA_DRIVER_DUMMY 1 + +/* Enable dialog subsystem */ +#define SDL_DIALOG_DUMMY 1 + +#endif /* SDL_build_config_ios_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_macos.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_macos.h new file mode 100644 index 0000000..1a66449 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_macos.h @@ -0,0 +1,257 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_macos_h_ +#define SDL_build_config_macos_h_ +#define SDL_build_config_h_ + +#include + +/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */ +#include + +/* This is a set of defines to configure the SDL features */ + +/* Useful headers */ +#define HAVE_ALLOCA_H 1 +#define HAVE_FLOAT_H 1 +#define HAVE_INTTYPES_H 1 +#define HAVE_LIMITS_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#define HAVE_STDINT_H 1 +#define HAVE_STDIO_H 1 +#define HAVE_STDLIB_H 1 +#define HAVE_STRING_H 1 +#define HAVE_SYS_TYPES_H 1 +#define HAVE_WCHAR_H 1 + +/* C library functions */ +#define HAVE_LIBC 1 +#define HAVE_DLOPEN 1 +#define HAVE_MALLOC 1 +#define HAVE_GETENV 1 +#define HAVE_GETHOSTNAME 1 +#define HAVE_SETENV 1 +#define HAVE_PUTENV 1 +#define HAVE_UNSETENV 1 +#define HAVE_ABS 1 +#define HAVE_BCOPY 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE_STRLCPY 1 +#define HAVE_STRLCAT 1 +#define HAVE_STRPBRK 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +#define HAVE_STRTOK_R 1 +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_VSSCANF 1 +#define HAVE_VSNPRINTF 1 +#define HAVE_ACOS 1 +#define HAVE_ACOSF 1 +#define HAVE_ASIN 1 +#define HAVE_ASINF 1 +#define HAVE_ATAN 1 +#define HAVE_ATANF 1 +#define HAVE_ATAN2 1 +#define HAVE_ATAN2F 1 +#define HAVE_CEIL 1 +#define HAVE_CEILF 1 +#define HAVE_COPYSIGN 1 +#define HAVE_COPYSIGNF 1 +#define HAVE_COS 1 +#define HAVE_COSF 1 +#define HAVE_EXP 1 +#define HAVE_EXPF 1 +#define HAVE_FABS 1 +#define HAVE_FABSF 1 +#define HAVE_FLOOR 1 +#define HAVE_FLOORF 1 +#define HAVE_FMOD 1 +#define HAVE_FMODF 1 +#define HAVE_ISINF 1 +#define HAVE_ISINF_FLOAT_MACRO 1 +#define HAVE_ISNAN 1 +#define HAVE_ISNAN_FLOAT_MACRO 1 +#define HAVE_LOG 1 +#define HAVE_LOGF 1 +#define HAVE_LOG10 1 +#define HAVE_LOG10F 1 +#define HAVE_LROUND 1 +#define HAVE_LROUNDF 1 +#define HAVE_MODF 1 +#define HAVE_MODFF 1 +#define HAVE_POW 1 +#define HAVE_POWF 1 +#define HAVE_ROUND 1 +#define HAVE_ROUNDF 1 +#define HAVE_SCALBN 1 +#define HAVE_SCALBNF 1 +#define HAVE_SIN 1 +#define HAVE_SINF 1 +#define HAVE_SQRT 1 +#define HAVE_SQRTF 1 +#define HAVE_TAN 1 +#define HAVE_TANF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 +#define HAVE_SIGACTION 1 +#define HAVE_SETJMP 1 +#define HAVE_NANOSLEEP 1 +#define HAVE_GMTIME_R 1 +#define HAVE_LOCALTIME_R 1 +#define HAVE_NL_LANGINFO 1 +#define HAVE_SYSCONF 1 +#define HAVE_SYSCTLBYNAME 1 + +#if defined(__has_include) && (defined(__i386__) || defined(__x86_64)) +# if !__has_include() +# define SDL_DISABLE_AVX 1 +# endif +#endif + +#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1070) +#define HAVE_O_CLOEXEC 1 +#endif + +#define HAVE_GCC_ATOMICS 1 + +/* Enable various audio drivers */ +#define SDL_AUDIO_DRIVER_COREAUDIO 1 +#define SDL_AUDIO_DRIVER_DISK 1 +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable various input drivers */ +#define SDL_JOYSTICK_HIDAPI 1 +#define SDL_JOYSTICK_IOKIT 1 +#define SDL_JOYSTICK_VIRTUAL 1 +#define SDL_HAPTIC_IOKIT 1 + +/* The MFI controller support requires ARC Objective C runtime */ +#if MAC_OS_X_VERSION_MIN_REQUIRED >= 1080 && !defined(__i386__) +#define SDL_JOYSTICK_MFI 1 +#endif + +/* Enable various process implementations */ +#define SDL_PROCESS_POSIX 1 + +/* Enable the dummy sensor driver */ +#define SDL_SENSOR_DUMMY 1 + +/* Enable various shared object loading systems */ +#define SDL_LOADSO_DLOPEN 1 + +/* Enable various threading systems */ +#define SDL_THREAD_PTHREAD 1 +#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1 + +/* Enable various RTC system */ +#define SDL_TIME_UNIX 1 + +/* Enable various timer systems */ +#define SDL_TIMER_UNIX 1 + +/* Enable various video drivers */ +#define SDL_VIDEO_DRIVER_COCOA 1 +#define SDL_VIDEO_DRIVER_DUMMY 1 +#define SDL_VIDEO_DRIVER_OFFSCREEN 1 +#undef SDL_VIDEO_DRIVER_X11 +#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/opt/X11/lib/libX11.6.dylib" +#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/opt/X11/lib/libXext.6.dylib" +#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/opt/X11/lib/libXi.6.dylib" +#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/opt/X11/lib/libXrandr.2.dylib" +#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/opt/X11/lib/libXss.1.dylib" +#define SDL_VIDEO_DRIVER_X11_XDBE 1 +#define SDL_VIDEO_DRIVER_X11_XRANDR 1 +#define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1 +#define SDL_VIDEO_DRIVER_X11_XSHAPE 1 +#define SDL_VIDEO_DRIVER_X11_HAS_XKBLOOKUPKEYSYM 1 + +#ifdef MAC_OS_X_VERSION_10_8 +/* + * No matter the versions targeted, this is the 10.8 or later SDK, so you have + * to use the external Xquartz, which is a more modern Xlib. Previous SDKs + * used an older Xlib. + */ +#define SDL_VIDEO_DRIVER_X11_XINPUT2 1 +#define SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1 +#endif + +#define SDL_VIDEO_RENDER_OGL 1 +#define SDL_VIDEO_RENDER_OGL_ES2 1 + +/* Metal only supported on 64-bit architectures with 10.11+ */ +#if TARGET_RT_64_BIT && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100) +#define SDL_PLATFORM_SUPPORTS_METAL 1 +#endif + +#ifdef SDL_PLATFORM_SUPPORTS_METAL +#define SDL_VIDEO_RENDER_METAL 1 +#endif + +/* Enable OpenGL support */ +#define SDL_VIDEO_OPENGL 1 +#define SDL_VIDEO_OPENGL_ES2 1 +#define SDL_VIDEO_OPENGL_EGL 1 +#define SDL_VIDEO_OPENGL_CGL 1 +#define SDL_VIDEO_OPENGL_GLX 1 + +/* Enable Vulkan and Metal support */ +#ifdef SDL_PLATFORM_SUPPORTS_METAL +#define SDL_VIDEO_METAL 1 +#define SDL_GPU_METAL 1 +#define SDL_VIDEO_VULKAN 1 +#define SDL_GPU_VULKAN 1 +#define SDL_VIDEO_RENDER_GPU 1 +#endif + +/* Enable system power support */ +#define SDL_POWER_MACOSX 1 + +/* enable filesystem support */ +#define SDL_FILESYSTEM_COCOA 1 +#define SDL_FSOPS_POSIX 1 + +/* enable camera support */ +#define SDL_CAMERA_DRIVER_COREMEDIA 1 +#define SDL_CAMERA_DRIVER_DUMMY 1 + +/* Enable assembly routines */ +#ifdef __ppc__ +#define SDL_ALTIVEC_BLITTERS 1 +#endif + +#endif /* SDL_build_config_macos_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_minimal.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_minimal.h new file mode 100644 index 0000000..d5fe736 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_minimal.h @@ -0,0 +1,101 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_minimal_h_ +#define SDL_build_config_minimal_h_ +#define SDL_build_config_h_ + +#include + +/** + * \file SDL_build_config_minimal.h + * + * This is the minimal configuration that can be used to build SDL. + */ + +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 + +#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_) +/* Most everything except Visual Studio 2008 and earlier has stdint.h now */ +#if defined(_MSC_VER) && (_MSC_VER < 1600) +typedef signed __int8 int8_t; +typedef unsigned __int8 uint8_t; +typedef signed __int16 int16_t; +typedef unsigned __int16 uint16_t; +typedef signed __int32 int32_t; +typedef unsigned __int32 uint32_t; +typedef signed __int64 int64_t; +typedef unsigned __int64 uint64_t; +#ifndef _UINTPTR_T_DEFINED +#ifdef _WIN64 +typedef unsigned __int64 uintptr_t; +#else +typedef unsigned int uintptr_t; +#endif +#endif +#else +#define HAVE_STDINT_H 1 +#endif /* Visual Studio 2008 */ +#endif /* !_STDINT_H_ && !HAVE_STDINT_H */ + +#ifdef __GNUC__ +#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1 +#endif + +/* Enable the dummy audio driver (src/audio/dummy/\*.c) */ +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */ +#define SDL_JOYSTICK_DISABLED 1 + +/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */ +#define SDL_HAPTIC_DISABLED 1 + +/* Enable the stub HIDAPI */ +#define SDL_HIDAPI_DISABLED 1 + +/* Enable the stub process support */ +#define SDL_PROCESS_DUMMY 1 + +/* Enable the stub sensor driver (src/sensor/dummy/\*.c) */ +#define SDL_SENSOR_DISABLED 1 + +/* Enable the dummy shared object loader (src/loadso/dummy/\*.c) */ +#define SDL_LOADSO_DUMMY 1 + +/* Enable the stub thread support (src/thread/generic/\*.c) */ +#define SDL_THREADS_DISABLED 1 + +/* Enable the dummy video driver (src/video/dummy/\*.c) */ +#define SDL_VIDEO_DRIVER_DUMMY 1 + +/* Enable the dummy filesystem driver (src/filesystem/dummy/\*.c) */ +#define SDL_FILESYSTEM_DUMMY 1 +#define SDL_FSOPS_DUMMY 1 + +/* Enable the camera driver (src/camera/dummy/\*.c) */ +#define SDL_CAMERA_DRIVER_DUMMY 1 + +/* Enable dialog subsystem */ +#define SDL_DIALOG_DUMMY 1 + +#endif /* SDL_build_config_minimal_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_windows.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_windows.h new file mode 100644 index 0000000..4427517 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_windows.h @@ -0,0 +1,307 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_windows_h_ +#define SDL_build_config_windows_h_ +#define SDL_build_config_h_ + +#include + +/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK, + * but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence. + * If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */ +#if !defined(HAVE_WINSDKVER_H) && defined(__has_include) +#if __has_include() +#define HAVE_WINSDKVER_H 1 +#endif +#endif + +#ifdef HAVE_WINSDKVER_H +#include +#endif + +/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the + * Windows 10 SDK have broken declarations for the C API for DirectX 12. */ +#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include) +#if __has_include() +#define HAVE_SDKDDKVER_H 1 +#endif +#endif + +#ifdef HAVE_SDKDDKVER_H +#include +#endif + +/* This is a set of defines to configure the SDL features */ + +#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_) +/* Most everything except Visual Studio 2008 and earlier has stdint.h now */ +#if defined(_MSC_VER) && (_MSC_VER < 1600) +typedef signed __int8 int8_t; +typedef unsigned __int8 uint8_t; +typedef signed __int16 int16_t; +typedef unsigned __int16 uint16_t; +typedef signed __int32 int32_t; +typedef unsigned __int32 uint32_t; +typedef signed __int64 int64_t; +typedef unsigned __int64 uint64_t; +#ifndef _UINTPTR_T_DEFINED +#ifdef _WIN64 +typedef unsigned __int64 uintptr_t; +#else +typedef unsigned int uintptr_t; +#endif +#endif +#else +#define HAVE_STDINT_H 1 +#endif /* Visual Studio 2008 */ +#endif /* !_STDINT_H_ && !HAVE_STDINT_H */ + +#ifdef __clang__ +# define HAVE_GCC_ATOMICS 1 +#endif + +#define HAVE_DDRAW_H 1 +#define HAVE_DINPUT_H 1 +#define HAVE_DSOUND_H 1 +#define HAVE_DXGI_H 1 +#define HAVE_XINPUT_H 1 +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */ +#define HAVE_DXGI1_6_H 1 +#define HAVE_WINDOWS_GAMING_INPUT_H 1 +#endif +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */ +#define HAVE_D3D11_H 1 +#define HAVE_ROAPI_H 1 +#endif +#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0603 /* Windows 8.1 SDK */ +#define HAVE_SHELLSCALINGAPI_H 1 +#endif +#define HAVE_MMDEVICEAPI_H 1 +#define HAVE_AUDIOCLIENT_H 1 +#define HAVE_TPCSHRD_H 1 +#define HAVE_SENSORSAPI_H 1 +#if defined(__has_include) && __has_include() +#define HAVE_GAMEINPUT_H 1 +#endif +#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600) +#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64)) +# if !__has_include() +# define SDL_DISABLE_AVX 1 +# endif +#else +# define SDL_DISABLE_AVX 1 +#endif + +/* This can be disabled to avoid C runtime dependencies and manifest requirements */ +#ifndef HAVE_LIBC +#define HAVE_LIBC 1 +#endif + +#if HAVE_LIBC +/* Useful headers */ +#define HAVE_FLOAT_H 1 +#define HAVE_LIMITS_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#define HAVE_STDIO_H 1 +#define HAVE_STDLIB_H 1 +#define HAVE_STRING_H 1 +#define HAVE_WCHAR_H 1 + +/* C library functions */ +#define HAVE_MALLOC 1 +#define HAVE_ABS 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE__STRREV 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +/* #undef HAVE_STRTOK_R */ +/* These functions have security warnings, so we won't use them */ +/* #undef HAVE__LTOA */ +/* #undef HAVE__ULTOA */ +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_STRPBRK 1 +#define HAVE_VSSCANF 1 +#define HAVE_VSNPRINTF 1 +#define HAVE_ACOS 1 +#define HAVE_ASIN 1 +#define HAVE_ATAN 1 +#define HAVE_ATAN2 1 +#define HAVE_CEIL 1 +#define HAVE_COS 1 +#define HAVE_EXP 1 +#define HAVE_FABS 1 +#define HAVE_FLOOR 1 +#define HAVE_FMOD 1 +#define HAVE_ISINF 1 +#define HAVE_ISINF_FLOAT_MACRO 1 +#define HAVE_ISNAN 1 +#define HAVE_ISNAN_FLOAT_MACRO 1 +#define HAVE_LOG 1 +#define HAVE_LOG10 1 +#define HAVE_POW 1 +#define HAVE_SIN 1 +#define HAVE_SQRT 1 +#define HAVE_TAN 1 +#define HAVE_ACOSF 1 +#define HAVE_ASINF 1 +#define HAVE_ATANF 1 +#define HAVE_ATAN2F 1 +#define HAVE_CEILF 1 +#define HAVE__COPYSIGN 1 +#define HAVE_COSF 1 +#define HAVE_EXPF 1 +#define HAVE_FABSF 1 +#define HAVE_FLOORF 1 +#define HAVE_FMODF 1 +#define HAVE_LOGF 1 +#define HAVE_LOG10F 1 +#define HAVE_POWF 1 +#define HAVE_SINF 1 +#define HAVE_SQRTF 1 +#define HAVE_TANF 1 +#ifdef _MSC_VER +/* These functions were added with the VC++ 2013 C runtime library */ +#if _MSC_VER >= 1800 +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_VSSCANF 1 +#define HAVE_LROUND 1 +#define HAVE_LROUNDF 1 +#define HAVE_ROUND 1 +#define HAVE_ROUNDF 1 +#define HAVE_SCALBN 1 +#define HAVE_SCALBNF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 +#endif +/* This function is available with at least the VC++ 2008 C runtime library */ +#if _MSC_VER >= 1400 +#define HAVE__FSEEKI64 1 +#endif +#endif /* _MSC_VER */ +#else +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#endif + +/* Enable various audio drivers */ +#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H) +#define SDL_AUDIO_DRIVER_WASAPI 1 +#endif +#define SDL_AUDIO_DRIVER_DSOUND 1 +#define SDL_AUDIO_DRIVER_DISK 1 +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable various input drivers */ +#define SDL_JOYSTICK_DINPUT 1 +#ifdef HAVE_GAMEINPUT_H +#define SDL_JOYSTICK_GAMEINPUT 1 +#endif +#define SDL_JOYSTICK_HIDAPI 1 +#define SDL_JOYSTICK_RAWINPUT 1 +#define SDL_JOYSTICK_VIRTUAL 1 +#ifdef HAVE_WINDOWS_GAMING_INPUT_H +#define SDL_JOYSTICK_WGI 1 +#endif +#define SDL_JOYSTICK_XINPUT 1 +#define SDL_HAPTIC_DINPUT 1 + +/* Enable various process implementations */ +#define SDL_PROCESS_WINDOWS 1 + +/* Enable the sensor driver */ +#ifdef HAVE_SENSORSAPI_H +#define SDL_SENSOR_WINDOWS 1 +#else +#define SDL_SENSOR_DUMMY 1 +#endif + +/* Enable various shared object loading systems */ +#define SDL_LOADSO_WINDOWS 1 + +/* Enable various threading systems */ +#define SDL_THREAD_GENERIC_COND_SUFFIX 1 +#define SDL_THREAD_GENERIC_RWLOCK_SUFFIX 1 +#define SDL_THREAD_WINDOWS 1 + +/* Enable RTC system */ +#define SDL_TIME_WINDOWS 1 + +/* Enable various timer systems */ +#define SDL_TIMER_WINDOWS 1 + +/* Enable various video drivers */ +#define SDL_VIDEO_DRIVER_DUMMY 1 +#define SDL_VIDEO_DRIVER_OFFSCREEN 1 +#define SDL_VIDEO_DRIVER_WINDOWS 1 +#define SDL_VIDEO_RENDER_D3D 1 +#ifdef HAVE_D3D11_H +#define SDL_VIDEO_RENDER_D3D11 1 +#endif +#define SDL_VIDEO_RENDER_D3D12 1 + +/* Enable OpenGL support */ +#define SDL_VIDEO_OPENGL 1 +#define SDL_VIDEO_OPENGL_WGL 1 +#define SDL_VIDEO_RENDER_OGL 1 +#define SDL_VIDEO_RENDER_OGL_ES2 1 +#define SDL_VIDEO_OPENGL_ES2 1 +#define SDL_VIDEO_OPENGL_EGL 1 + +/* Enable Vulkan support */ +#define SDL_VIDEO_VULKAN 1 +#define SDL_VIDEO_RENDER_VULKAN 1 + +/* Enable GPU support */ +#ifdef HAVE_D3D11_H +#define SDL_GPU_D3D11 1 +#endif +#define SDL_GPU_D3D12 1 +#define SDL_GPU_VULKAN 1 +#define SDL_VIDEO_RENDER_GPU 1 + +/* Enable system power support */ +#define SDL_POWER_WINDOWS 1 + +/* Enable filesystem support */ +#define SDL_FILESYSTEM_WINDOWS 1 +#define SDL_FSOPS_WINDOWS 1 + +/* Enable the camera driver */ +#define SDL_CAMERA_DRIVER_MEDIAFOUNDATION 1 +#define SDL_CAMERA_DRIVER_DUMMY 1 + +#endif /* SDL_build_config_windows_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_wingdk.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_wingdk.h new file mode 100644 index 0000000..502eb92 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_wingdk.h @@ -0,0 +1,234 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_wingdk_h_ +#define SDL_build_config_wingdk_h_ +#define SDL_build_config_h_ + +#include + +/* Windows GDK does not need Windows SDK version checks because it requires + * a recent version of the Windows 10 SDK. */ + +#ifdef __clang__ +# define HAVE_GCC_ATOMICS 1 +#endif + +#define HAVE_DDRAW_H 1 +#define HAVE_DINPUT_H 1 +#define HAVE_DSOUND_H 1 +/* No SDK version checks needed for these because the SDK has to be new. */ +#define HAVE_DXGI_H 1 +#define HAVE_DXGI1_6_H 1 +#define HAVE_XINPUT_H 1 +#define HAVE_WINDOWS_GAMING_INPUT_H 1 +#define HAVE_D3D11_H 1 +#define HAVE_ROAPI_H 1 +#define HAVE_SHELLSCALINGAPI_H 1 +#define HAVE_MMDEVICEAPI_H 1 +#define HAVE_AUDIOCLIENT_H 1 +#define HAVE_TPCSHRD_H 1 +#define HAVE_SENSORSAPI_H 1 +#define HAVE_GAMEINPUT_H 1 +#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600) +#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64)) +# if !__has_include() +# define SDL_DISABLE_AVX 1 +# endif +#else +# define SDL_DISABLE_AVX 1 +#endif + +/* Useful headers */ +#define HAVE_FLOAT_H 1 +#define HAVE_LIMITS_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#define HAVE_STDINT_H 1 +#define HAVE_STDIO_H 1 +#define HAVE_STDLIB_H 1 +#define HAVE_STRING_H 1 +#define HAVE_WCHAR_H 1 + +/* C library functions */ +#define HAVE_LIBC 1 +#define HAVE_MALLOC 1 +#define HAVE_ABS 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE__STRREV 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +/* #undef HAVE_STRTOK_R */ +/* These functions have security warnings, so we won't use them */ +/* #undef HAVE__LTOA */ +/* #undef HAVE__ULTOA */ +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_ACOS 1 +#define HAVE_ASIN 1 +#define HAVE_ATAN 1 +#define HAVE_ATAN2 1 +#define HAVE_CEIL 1 +#define HAVE_COS 1 +#define HAVE_EXP 1 +#define HAVE_FABS 1 +#define HAVE_FLOOR 1 +#define HAVE_FMOD 1 +#define HAVE_ISINF 1 +#define HAVE_ISINF_FLOAT_MACRO 1 +#define HAVE_ISNAN 1 +#define HAVE_ISNAN_FLOAT_MACRO 1 +#define HAVE_LOG 1 +#define HAVE_LOG10 1 +#define HAVE_POW 1 +#define HAVE_SIN 1 +#define HAVE_SQRT 1 +#define HAVE_TAN 1 +#define HAVE_ACOSF 1 +#define HAVE_ASINF 1 +#define HAVE_ATANF 1 +#define HAVE_ATAN2F 1 +#define HAVE_CEILF 1 +#define HAVE__COPYSIGN 1 +#define HAVE_COSF 1 +#define HAVE_EXPF 1 +#define HAVE_FABSF 1 +#define HAVE_FLOORF 1 +#define HAVE_FMODF 1 +#define HAVE_LOGF 1 +#define HAVE_LOG10F 1 +#define HAVE_POWF 1 +#define HAVE_SINF 1 +#define HAVE_SQRTF 1 +#define HAVE_TANF 1 +#ifdef _MSC_VER +/* These functions were added with the VC++ 2013 C runtime library */ +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_VSSCANF 1 +#define HAVE_LROUND 1 +#define HAVE_LROUNDF 1 +#define HAVE_ROUND 1 +#define HAVE_ROUNDF 1 +#define HAVE_SCALBN 1 +#define HAVE_SCALBNF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 +#define HAVE__FSEEKI64 1 +#endif /* _MSC_VER */ + +/* Enable various audio drivers */ +#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H) +#define SDL_AUDIO_DRIVER_WASAPI 1 +#endif +#define SDL_AUDIO_DRIVER_DSOUND 1 +#define SDL_AUDIO_DRIVER_DISK 1 +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable various input drivers */ +#define SDL_JOYSTICK_DINPUT 1 +#define SDL_JOYSTICK_GAMEINPUT 1 +#define SDL_JOYSTICK_HIDAPI 1 +#define SDL_JOYSTICK_RAWINPUT 1 +#define SDL_JOYSTICK_VIRTUAL 1 +#define SDL_JOYSTICK_WGI 1 +#define SDL_JOYSTICK_XINPUT 1 +#define SDL_HAPTIC_DINPUT 1 + +/* Enable various process implementations */ +#define SDL_PROCESS_WINDOWS 1 + +/* Enable the sensor driver */ +#ifdef HAVE_SENSORSAPI_H +#define SDL_SENSOR_WINDOWS 1 +#else +#define SDL_SENSOR_DUMMY 1 +#endif + +/* Enable various shared object loading systems */ +#define SDL_LOADSO_WINDOWS 1 + +/* Enable various threading systems */ +#define SDL_THREAD_GENERIC_COND_SUFFIX 1 +#define SDL_THREAD_GENERIC_RWLOCK_SUFFIX 1 +#define SDL_THREAD_WINDOWS 1 + +/* Enable various time systems */ +#define SDL_TIME_WINDOWS 1 + +/* Enable various timer systems */ +#define SDL_TIMER_WINDOWS 1 + +/* Enable various video drivers */ +#define SDL_VIDEO_DRIVER_DUMMY 1 +#define SDL_VIDEO_DRIVER_WINDOWS 1 +#define SDL_VIDEO_RENDER_D3D 1 +#ifdef HAVE_D3D11_H +#define SDL_VIDEO_RENDER_D3D11 1 +#endif +#define SDL_VIDEO_RENDER_D3D12 1 + +/* Enable OpenGL support */ +#define SDL_VIDEO_OPENGL 1 +#define SDL_VIDEO_OPENGL_WGL 1 +#define SDL_VIDEO_RENDER_OGL 1 +#define SDL_VIDEO_RENDER_OGL_ES2 1 +#define SDL_VIDEO_OPENGL_ES2 1 +#define SDL_VIDEO_OPENGL_EGL 1 + +/* Enable Vulkan support */ +#define SDL_VIDEO_VULKAN 1 +#define SDL_VIDEO_RENDER_VULKAN 1 + +/* Enable GPU support */ +#ifdef HAVE_D3D11_H +#define SDL_GPU_D3D11 1 +#endif +#define SDL_GPU_D3D12 1 +#define SDL_GPU_VULKAN 1 +#define SDL_VIDEO_RENDER_GPU 1 + +/* Enable system power support */ +#define SDL_POWER_WINDOWS 1 + +/* Enable filesystem support */ +#define SDL_FILESYSTEM_WINDOWS 1 +#define SDL_FSOPS_WINDOWS 1 + +/* Enable the camera driver (src/camera/dummy/\*.c) */ /* !!! FIXME */ +#define SDL_CAMERA_DRIVER_DUMMY 1 + +/* Use the (inferior) GDK text input method for GDK platforms */ +/*#define SDL_GDK_TEXTINPUT 1*/ + +#endif /* SDL_build_config_wingdk_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_xbox.h b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_xbox.h new file mode 100644 index 0000000..5834e71 --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_build_config_xbox.h @@ -0,0 +1,223 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_build_config_wingdk_h_ +#define SDL_build_config_wingdk_h_ +#define SDL_build_config_h_ + +#include + +/* Windows GDK does not need Windows SDK version checks because it requires + * a recent version of the Windows 10 SDK. */ + +#ifdef __clang__ +# define HAVE_GCC_ATOMICS 1 +#endif + +/*#define HAVE_DDRAW_H 1*/ +/*#define HAVE_DINPUT_H 1*/ +/*#define HAVE_DSOUND_H 1*/ +/* No SDK version checks needed for these because the SDK has to be new. */ +/* #define HAVE_DXGI_H 1 */ +#define HAVE_XINPUT_H 1 +/*#define HAVE_WINDOWS_GAMING_INPUT_H 1*/ +/*#define HAVE_ROAPI_H 1*/ +/*#define HAVE_SHELLSCALINGAPI_H 1*/ +#define HAVE_MMDEVICEAPI_H 1 +#define HAVE_AUDIOCLIENT_H 1 +/*#define HAVE_TPCSHRD_H 1*/ +/*#define HAVE_SENSORSAPI_H 1*/ +#define HAVE_GAMEINPUT_H 1 +#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600) +#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64)) +# if !__has_include() +# define SDL_DISABLE_AVX 1 +# endif +#else +# define SDL_DISABLE_AVX 1 +#endif + +/* Useful headers */ +#define HAVE_FLOAT_H 1 +#define HAVE_LIMITS_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 +#define HAVE_STDARG_H 1 +#define HAVE_STDDEF_H 1 +#define HAVE_STDINT_H 1 +#define HAVE_STDIO_H 1 +#define HAVE_STDLIB_H 1 +#define HAVE_STRING_H 1 +#define HAVE_WCHAR_H 1 + +/* C library functions */ +#define HAVE_LIBC 1 +#define HAVE_MALLOC 1 +#define HAVE_ABS 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE_STRPBRK 1 +#define HAVE__STRREV 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +/* #undef HAVE_STRTOK_R */ +/* These functions have security warnings, so we won't use them */ +/* #undef HAVE__LTOA */ +/* #undef HAVE__ULTOA */ +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_ACOS 1 +#define HAVE_ASIN 1 +#define HAVE_ATAN 1 +#define HAVE_ATAN2 1 +#define HAVE_CEIL 1 +#define HAVE_COS 1 +#define HAVE_EXP 1 +#define HAVE_FABS 1 +#define HAVE_FLOOR 1 +#define HAVE_FMOD 1 +#define HAVE_ISINF 1 +#define HAVE_ISINF_FLOAT_MACRO 1 +#define HAVE_ISNAN 1 +#define HAVE_ISNAN_FLOAT_MACRO 1 +#define HAVE_LOG 1 +#define HAVE_LOG10 1 +#define HAVE_POW 1 +#define HAVE_SIN 1 +#define HAVE_SQRT 1 +#define HAVE_TAN 1 +#define HAVE_ACOSF 1 +#define HAVE_ASINF 1 +#define HAVE_ATANF 1 +#define HAVE_ATAN2F 1 +#define HAVE_CEILF 1 +#define HAVE__COPYSIGN 1 +#define HAVE_COSF 1 +#define HAVE_EXPF 1 +#define HAVE_FABSF 1 +#define HAVE_FLOORF 1 +#define HAVE_FMODF 1 +#define HAVE_LOGF 1 +#define HAVE_LOG10F 1 +#define HAVE_POWF 1 +#define HAVE_SINF 1 +#define HAVE_SQRTF 1 +#define HAVE_TANF 1 +#ifdef _MSC_VER +/* These functions were added with the VC++ 2013 C runtime library */ +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_VSSCANF 1 +#define HAVE_LROUND 1 +#define HAVE_LROUNDF 1 +#define HAVE_ROUND 1 +#define HAVE_ROUNDF 1 +#define HAVE_SCALBN 1 +#define HAVE_SCALBNF 1 +#define HAVE_TRUNC 1 +#define HAVE_TRUNCF 1 +#define HAVE__FSEEKI64 1 +#endif /* _MSC_VER */ + +/* Enable various audio drivers */ +#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H) +#define SDL_AUDIO_DRIVER_WASAPI 1 +#endif +/*#define SDL_AUDIO_DRIVER_DSOUND 1*/ +#define SDL_AUDIO_DRIVER_DISK 1 +#define SDL_AUDIO_DRIVER_DUMMY 1 + +/* Enable various input drivers */ +#define SDL_JOYSTICK_VIRTUAL 1 +/* This is XInputOnGameInput for GDK platforms: */ +/*#define SDL_JOYSTICK_XINPUT 1*/ +/* Native GameInput: */ +#define SDL_JOYSTICK_GAMEINPUT 1 +#define SDL_HAPTIC_DUMMY 1 + +/* Enable various process implementations */ +#define SDL_PROCESS_DUMMY 1 + +/* Enable the sensor driver */ +#ifdef HAVE_SENSORSAPI_H +#define SDL_SENSOR_WINDOWS 1 +#else +#define SDL_SENSOR_DUMMY 1 +#endif + +/* Enable various shared object loading systems */ +#define SDL_LOADSO_WINDOWS 1 + +/* Enable various threading systems */ +#define SDL_THREAD_GENERIC_COND_SUFFIX 1 +#define SDL_THREAD_GENERIC_RWLOCK_SUFFIX 1 +#define SDL_THREAD_WINDOWS 1 + +/* Enable various time systems */ +#define SDL_TIME_WINDOWS 1 + +/* Enable various timer systems */ +#define SDL_TIMER_WINDOWS 1 + +/* Enable various video drivers */ +#define SDL_VIDEO_DRIVER_DUMMY 1 +#define SDL_VIDEO_DRIVER_WINDOWS 1 +#define SDL_VIDEO_RENDER_D3D12 1 + +/* Enable OpenGL support */ +#define SDL_VIDEO_OPENGL 1 +#define SDL_VIDEO_OPENGL_WGL 1 +#define SDL_VIDEO_RENDER_OGL 1 + +/* Enable GPU support */ +#define SDL_GPU_D3D12 1 +#define SDL_VIDEO_RENDER_GPU 1 + +/* Enable system power support */ +/*#define SDL_POWER_WINDOWS 1*/ +#define SDL_POWER_HARDWIRED 1 + +/* Enable filesystem support */ +/* #define SDL_FILESYSTEM_WINDOWS 1*/ +#define SDL_FSOPS_WINDOWS 1 + + +/* Disable IME as not supported yet (TODO: Xbox IME?) */ +#define SDL_DISABLE_WINDOWS_IME 1 +/* Use the (inferior) GDK text input method for GDK platforms */ +#define SDL_GDK_TEXTINPUT 1 + +/* Enable the camera driver (src/camera/dummy/\*.c) */ +#define SDL_CAMERA_DRIVER_DUMMY 1 + +/* Enable dialog subsystem */ +#define SDL_DIALOG_DUMMY 1 + +#endif /* SDL_build_config_wingdk_h_ */ diff --git a/lib/cimgui/cimgui/SDL/include/build_config/SDL_revision.h.cmake b/lib/cimgui/cimgui/SDL/include/build_config/SDL_revision.h.cmake new file mode 100644 index 0000000..32b95bf --- /dev/null +++ b/lib/cimgui/cimgui/SDL/include/build_config/SDL_revision.h.cmake @@ -0,0 +1,39 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_revision.h + * + * Header file containing the SDL revision. + */ + +#ifndef SDL_revision_h_ +#define SDL_revision_h_ + +#cmakedefine SDL_VENDOR_INFO "@SDL_VENDOR_INFO@" + +#ifdef SDL_VENDOR_INFO +#define SDL_REVISION "@SDL_REVISION@ (" SDL_VENDOR_INFO ")" +#else +#define SDL_REVISION "@SDL_REVISION@" +#endif + +#endif /* SDL_revision_h_ */ diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.cpp new file mode 100644 index 0000000..b990aa8 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.cpp @@ -0,0 +1,634 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-11-30: Platform: Added touchscreen support. +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. +// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). +// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend. +// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. +// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_allegro5.h" +#include // uint64_t +#include // memcpy + +// Allegro +#include +#include +#ifdef _WIN32 +#include +#endif +#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 +#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5 + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +struct ImDrawVertAllegro +{ + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; +}; + +// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. +// FIXME-OPT: Consider inlining al_map_rgba()? +// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554 +// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h +#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); } + +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + ImGuiMouseCursor LastCursor; + + ImVector BufVertices; + ImVector BufIndices; + + ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } + +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) +{ + // Setup blending + al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + ALLEGRO_TRANSFORM transform; + al_identity_transform(&transform); + al_use_transform(&transform); + al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); + al_use_projection_transform(&transform); + } +} + +// Render function. +void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); + ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); + int last_clip_x, last_clip_y, last_clip_w, last_clip_h; + al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); + int last_blender_op, last_blender_src, last_blender_dst; + al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); + + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + + ImVector& vertices = bd->BufVertices; +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + vertices.resize(draw_list->VtxBuffer.Size); + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + const ImDrawVert* src_v = &draw_list->VtxBuffer[i]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } + const int* indices = nullptr; + if (sizeof(ImDrawIdx) == 2) + { + // FIXME-OPT: Allegro doesn't support 16-bit indices. + // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. + // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. + bd->BufIndices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; ++i) + bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i]; + indices = bd->BufIndices.Data; + } + else if (sizeof(ImDrawIdx) == 4) + { + indices = (const int*)draw_list->IdxBuffer.Data; + } +#else + // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format. + vertices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; i++) + { + const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } +#endif + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); + al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#else + al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#endif + } + } + } + + // Restore modified Allegro state + al_set_blender(last_blender_op, last_blender_src, last_blender_dst); + al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h); + al_use_transform(&last_transform); + al_use_projection_transform(&last_projection_transform); +} + +bool ImGui_ImplAllegro5_CreateDeviceObjects() +{ + // Build texture atlas + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + int flags = al_get_new_bitmap_flags(); + int fmt = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* img = al_create_bitmap(width, height); + al_set_new_bitmap_flags(flags); + al_set_new_bitmap_format(fmt); + if (!img) + return false; + + ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); + if (!locked_img) + { + al_destroy_bitmap(img); + return false; + } + memcpy(locked_img->data, pixels, sizeof(int) * width * height); + al_unlock_bitmap(img); + + // Convert software texture to hardware texture. + ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); + al_destroy_bitmap(img); + if (!cloned_img) + return false; + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); + bd->Texture = cloned_img; + + // Create an invisible mouse cursor + // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. + ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + al_destroy_bitmap(mouse_cursor); + + return true; +} + +void ImGui_ImplAllegro5_InvalidateDeviceObjects() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->Texture) + { + io.Fonts->SetTexID(0); + al_destroy_bitmap(bd->Texture); + bd->Texture = nullptr; + } + if (bd->MouseCursorInvisible) + { + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = nullptr; + } +} + +#if ALLEGRO_HAS_CLIPBOARD +static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; +} + +static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); +} +#endif + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code); +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; + case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; + case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; + case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; + case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; + case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; + case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; + case ALLEGRO_KEY_HOME: return ImGuiKey_Home; + case ALLEGRO_KEY_END: return ImGuiKey_End; + case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; + case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; + case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; + case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; + case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; + case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; + case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; + case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; + case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; + case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; + case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; + case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; + case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; + case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; + case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; + case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; + case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; + case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; + case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; + case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; + case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; + case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; + case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; + case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; + case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; + case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; + case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; + case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; + case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; + case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; + case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; + case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; + case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; + case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; + case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; + case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; + case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; + case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; + case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; + case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; + case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; + case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; + case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; + case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; + case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; + case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; + case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; + case ALLEGRO_KEY_0: return ImGuiKey_0; + case ALLEGRO_KEY_1: return ImGuiKey_1; + case ALLEGRO_KEY_2: return ImGuiKey_2; + case ALLEGRO_KEY_3: return ImGuiKey_3; + case ALLEGRO_KEY_4: return ImGuiKey_4; + case ALLEGRO_KEY_5: return ImGuiKey_5; + case ALLEGRO_KEY_6: return ImGuiKey_6; + case ALLEGRO_KEY_7: return ImGuiKey_7; + case ALLEGRO_KEY_8: return ImGuiKey_8; + case ALLEGRO_KEY_9: return ImGuiKey_9; + case ALLEGRO_KEY_A: return ImGuiKey_A; + case ALLEGRO_KEY_B: return ImGuiKey_B; + case ALLEGRO_KEY_C: return ImGuiKey_C; + case ALLEGRO_KEY_D: return ImGuiKey_D; + case ALLEGRO_KEY_E: return ImGuiKey_E; + case ALLEGRO_KEY_F: return ImGuiKey_F; + case ALLEGRO_KEY_G: return ImGuiKey_G; + case ALLEGRO_KEY_H: return ImGuiKey_H; + case ALLEGRO_KEY_I: return ImGuiKey_I; + case ALLEGRO_KEY_J: return ImGuiKey_J; + case ALLEGRO_KEY_K: return ImGuiKey_K; + case ALLEGRO_KEY_L: return ImGuiKey_L; + case ALLEGRO_KEY_M: return ImGuiKey_M; + case ALLEGRO_KEY_N: return ImGuiKey_N; + case ALLEGRO_KEY_O: return ImGuiKey_O; + case ALLEGRO_KEY_P: return ImGuiKey_P; + case ALLEGRO_KEY_Q: return ImGuiKey_Q; + case ALLEGRO_KEY_R: return ImGuiKey_R; + case ALLEGRO_KEY_S: return ImGuiKey_S; + case ALLEGRO_KEY_T: return ImGuiKey_T; + case ALLEGRO_KEY_U: return ImGuiKey_U; + case ALLEGRO_KEY_V: return ImGuiKey_V; + case ALLEGRO_KEY_W: return ImGuiKey_W; + case ALLEGRO_KEY_X: return ImGuiKey_X; + case ALLEGRO_KEY_Y: return ImGuiKey_Y; + case ALLEGRO_KEY_Z: return ImGuiKey_Z; + case ALLEGRO_KEY_F1: return ImGuiKey_F1; + case ALLEGRO_KEY_F2: return ImGuiKey_F2; + case ALLEGRO_KEY_F3: return ImGuiKey_F3; + case ALLEGRO_KEY_F4: return ImGuiKey_F4; + case ALLEGRO_KEY_F5: return ImGuiKey_F5; + case ALLEGRO_KEY_F6: return ImGuiKey_F6; + case ALLEGRO_KEY_F7: return ImGuiKey_F7; + case ALLEGRO_KEY_F8: return ImGuiKey_F8; + case ALLEGRO_KEY_F9: return ImGuiKey_F9; + case ALLEGRO_KEY_F10: return ImGuiKey_F10; + case ALLEGRO_KEY_F11: return ImGuiKey_F11; + case ALLEGRO_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + bd->Display = display; + bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE; + + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + +#if ALLEGRO_HAS_CLIPBOARD + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; +#endif + + return true; +} + +void ImGui_ImplAllegro5_Shutdown() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + + io.BackendPlatformName = io.BackendRendererName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; + IM_DELETE(bd); +} + +// ev->keyboard.modifiers seems always zero so using that... +static void ImGui_ImplAllegro5_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); + io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); + io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (ev->type) + { + case ALLEGRO_EVENT_MOUSE_AXES: + if (ev->mouse.display == bd->Display) + { + io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); + io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) + io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == bd->Display) + io.AddMousePosEvent(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == bd->Display && ev->touch.primary) + io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == bd->Display) + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + return true; + case ALLEGRO_EVENT_KEY_CHAR: + if (ev->keyboard.display == bd->Display) + if (ev->keyboard.unichar != 0) + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); + return true; + case ALLEGRO_EVENT_KEY_DOWN: + case ALLEGRO_EVENT_KEY_UP: + if (ev->keyboard.display == bd->Display) + { + ImGui_ImplAllegro5_UpdateKeyModifiers(); + ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); + io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) + } + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: + if (ev->display.source == bd->Display) + io.AddFocusEvent(false); + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: + if (ev->display.source == bd->Display) + { + io.AddFocusEvent(true); +#if defined(ALLEGRO_UNSTABLE) + al_clear_keyboard_state(bd->Display); +#endif + } + return true; + } + return false; +} + +static void ImGui_ImplAllegro5_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + + // Hide OS mouse cursor if imgui is drawing it + if (io.MouseDrawCursor) + imgui_cursor = ImGuiMouseCursor_None; + + if (bd->LastCursor == imgui_cursor) + return; + bd->LastCursor = imgui_cursor; + if (imgui_cursor == ImGuiMouseCursor_None) + { + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); + } + else + { + ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; + switch (imgui_cursor) + { + case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; + case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; + case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; + case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; + case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break; + case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break; + case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; + } + al_set_system_mouse_cursor(bd->Display, cursor_id); + } +} + +void ImGui_ImplAllegro5_NewFrame() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + + if (!bd->Texture) + ImGui_ImplAllegro5_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + double current_time = al_get_time(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + // Setup mouse cursor shape + ImGui_ImplAllegro5_UpdateMouseCursor(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.h new file mode 100644 index 0000000..e67ffe5 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_allegro5.h @@ -0,0 +1,40 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ALLEGRO_DISPLAY; +union ALLEGRO_EVENT; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); +IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); +IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_android.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_android.cpp new file mode 100644 index 0000000..66eb88d --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_android.cpp @@ -0,0 +1,309 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features or Issues: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + + switch (AMotionEvent_getToolType(input_event, event_pointer_index)) + { + case AMOTION_EVENT_TOOL_TYPE_MOUSE: + io.AddMouseSourceEvent(ImGuiMouseSource_Mouse); + break; + case AMOTION_EVENT_TOOL_TYPE_STYLUS: + case AMOTION_EVENT_TOOL_TYPE_ERASER: + io.AddMouseSourceEvent(ImGuiMouseSource_Pen); + break; + case AMOTION_EVENT_TOOL_TYPE_FINGER: + default: + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + break; + } + + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + { + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); + if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + } + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + break; + } + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + IMGUI_CHECKVERSION(); + + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_android.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_android.h new file mode 100644 index 0000000..da3e11a --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_android.h @@ -0,0 +1,38 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features or Issues: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ANativeWindow; +struct AInputEvent; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.cpp new file mode 100644 index 0000000..dd2e600 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.cpp @@ -0,0 +1,741 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. +// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX10: Disabling depth-write. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx10.h" + +// DirectX +#include +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX10 data +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pFontSampler; + ID3D10ShaderResourceView* pFontTextureView; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX10 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX10_InitMultiViewportSupport(); +static void ImGui_ImplDX10_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + + // Setup viewport + D3D10_VIEWPORT vp = {}; + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + device->RSSetViewports(1, &vp); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + void* mapped_resource; + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) + { + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + bd->pVertexConstantBuffer->Unmap(); + } + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device->IASetInputLayout(bd->pInputLayout); + device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device->VSSetShader(bd->pVertexShader); + device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device->PSSetShader(bd->pPixelShader); + device->PSSetSamplers(0, 1, &bd->pFontSampler); + device->GSSetShader(nullptr); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* device = bd->pd3dDevice; + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc = {}; + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D10_BUFFER_DESC desc = {}; + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D10_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unmap(); + bd->pIB->Unmap(); + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX10_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10RasterizerState* RS; + ID3D10BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; + ID3D10ShaderResourceView* PSShaderResource; + ID3D10SamplerState* PSSampler; + ID3D10PixelShader* PS; + ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; + D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D10InputLayout* InputLayout; + }; + BACKUP_DX10_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + device->PSGetShader(&old.PS); + device->VSGetShader(&old.VS); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS); + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, device); + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX10_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.SamplerDefault = bd->pFontSampler; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, device); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified DX state + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX10_CreateFontsTexture() +{ + // Build texture atlas + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D10Texture2D* pTexture = nullptr; + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); + + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); +} + +static void ImGui_ImplDX10_DestroyFontsTexture() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (bd->pFontTextureView) + { + bd->pFontTextureView->Release(); + bd->pFontTextureView = nullptr; + ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + } +} + +bool ImGui_ImplDX10_CreateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return false; + if (bd->pFontSampler) + ImGui_ImplDX10_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX10 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D10_BUFFER_DESC desc = {}; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D10_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.BlendEnable[0] = true; + desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; + desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOp = D3D10_BLEND_OP_ADD; + desc.SrcBlendAlpha = D3D10_BLEND_ONE; + desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D10_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D10_FILL_SOLID; + desc.CullMode = D3D10_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } + + ImGui_ImplDX10_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX10_InvalidateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return; + + ImGui_ImplDX10_DestroyFontsTexture(); + + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX10_Init(ID3D10Device* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + + ImGui_ImplDX10_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX10_Shutdown() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX10_ShutdownMultiViewportSupport(); + ImGui_ImplDX10_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX10_NewFrame() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); + + if (!bd->pVertexShader) + ImGui_ImplDX10_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX10_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D10RenderTargetView* RTView; + + ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + // Create swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.OutputWindow = hwnd; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + + // Create the render target + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it. + if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX10_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync +} + +void ImGui_ImplDX10_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers; +} + +void ImGui_ImplDX10_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.h new file mode 100644 index 0000000..07bbd9f --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx10.h @@ -0,0 +1,45 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D10Device; +struct ID3D10SamplerState; +struct ID3D10Buffer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX10_RenderState +{ + ID3D10Device* Device; + ID3D10SamplerState* SamplerDefault; + ID3D10Buffer* VertexConstantBuffer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.cpp new file mode 100644 index 0000000..2cc98f1 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.cpp @@ -0,0 +1,784 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. +// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. +// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. +// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. +// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX11 data +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pFontSampler; + ID3D11ShaderResourceView* pFontTextureView; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + ImVector SwapChainDescsForViewports; + + ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX11 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX11_InitMultiViewportSupport(); +static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + + // Setup viewport + D3D11_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + device_ctx->RSSetViewports(1, &vp); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) + { + VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + device_ctx->Unmap(bd->pVertexConstantBuffer, 0); + } + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device_ctx->IASetInputLayout(bd->pInputLayout); + device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler); + device_ctx->GSSetShader(nullptr, nullptr, 0); + device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device_ctx->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* device = bd->pd3dDeviceContext; + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + device->Unmap(bd->pVB, 0); + device->Unmap(bd->pIB, 0); + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; + device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, device); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX11_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.DeviceContext = bd->pd3dDeviceContext; + render_state.SamplerDefault = bd->pFontSampler; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, device); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified DX state + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX11_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D* pTexture = nullptr; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); +} + +static void ImGui_ImplDX11_DestroyFontsTexture() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (bd->pFontTextureView) + { + bd->pFontTextureView->Release(); + bd->pFontTextureView = nullptr; + ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + } +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return false; + if (bd->pFontSampler) + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc = {}; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } + + ImGui_ImplDX11_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return; + + ImGui_ImplDX11_DestroyFontsTexture(); + + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); + + ImGui_ImplDX11_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX11_ShutdownMultiViewportSupport(); + ImGui_ImplDX11_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX11_NewFrame() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); + + if (!bd->pFontSampler) + ImGui_ImplDX11_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX11_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D11RenderTargetView* RTView; + + ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order. +// This is intentionally not declared in the .h file yet, so you will need to copy this declaration: +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count); +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + bd->SwapChainDescsForViewports.resize(desc_templates_count); + memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC)); +} + +static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + + // Create swap chain + HRESULT hr = DXGI_ERROR_UNSUPPORTED; + for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports) + { + IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr); + DXGI_SWAP_CHAIN_DESC sd = sd_template; + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.OutputWindow = hwnd; + hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + if (SUCCEEDED(hr)) + break; + } + IM_ASSERT(SUCCEEDED(hr)); + + // Create the render target + if (vd->SwapChain != nullptr) + { + ID3D11Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. + if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D11Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX11_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync +} + +static void ImGui_ImplDX11_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; + + // Default swapchain format + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + ImGui_ImplDX11_SetSwapChainDescs(&sd, 1); +} + +static void ImGui_ImplDX11_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.h new file mode 100644 index 0000000..acdd62c --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx11.h @@ -0,0 +1,48 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D11Device; +struct ID3D11DeviceContext; +struct ID3D11SamplerState; +struct ID3D11Buffer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX11_RenderState +{ + ID3D11Device* Device; + ID3D11DeviceContext* DeviceContext; + ID3D11SamplerState* SamplerDefault; + ID3D11Buffer* VertexConstantBuffer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.cpp new file mode 100644 index 0000000..72ec309 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.cpp @@ -0,0 +1,1162 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. + +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) +// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. +// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. +// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). +// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. +// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools. +// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX12 data +struct ImGui_ImplDX12_RenderBuffers; + +struct ImGui_ImplDX12_Texture +{ + ID3D12Resource* pTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + + ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImGui_ImplDX12_Data +{ + ImGui_ImplDX12_InitInfo InitInfo; + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + ID3D12CommandQueue* pCommandQueue; + bool commandQueueOwned; + DXGI_FORMAT RTVFormat; + DXGI_FORMAT DSVFormat; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; + ImGui_ImplDX12_Texture FontTexture; + bool LegacySingleDescriptorUsed; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Buffers used during the rendering of a frame +struct ImGui_ImplDX12_RenderBuffers +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; + +// Buffers used for secondary viewports created by the multi-viewports systems +struct ImGui_ImplDX12_FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + ID3D12Resource* RenderTarget; + D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; +}; + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Main viewport created by application will only use the Resources field. +// Secondary viewports created by this backend will use all the fields (including Window fields), +struct ImGui_ImplDX12_ViewportData +{ + // Window + ID3D12CommandQueue* CommandQueue; + ID3D12GraphicsCommandList* CommandList; + ID3D12DescriptorHeap* RtvDescHeap; + IDXGISwapChain3* SwapChain; + ID3D12Fence* Fence; + UINT64 FenceSignaledValue; + HANDLE FenceEvent; + UINT NumFramesInFlight; + ImGui_ImplDX12_FrameContext* FrameCtx; + + // Render buffers + UINT FrameIndex; + ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; + + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) + { + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + Fence = nullptr; + FenceSignaledValue = 0; + FenceEvent = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; + FrameIndex = UINT_MAX; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; + FrameRenderBuffers[i].VertexBufferSize = 5000; + FrameRenderBuffers[i].IndexBufferSize = 10000; + } + } + ~ImGui_ImplDX12_ViewportData() + { + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(Fence == nullptr); + IM_ASSERT(FenceEvent == nullptr); + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); + } + + delete[] FrameCtx; FrameCtx = nullptr; + delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; + } +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 +{ + float mvp[4][4]; +}; + +// Forward Declarations +static void ImGui_ImplDX12_InitPlatformInterface(); +static void ImGui_ImplDX12_ShutdownPlatformInterface(); + +// Functions +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + command_list->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv = {}; + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + command_list->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv = {}; + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + command_list->IASetIndexBuffer(&ibv); + command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + command_list->SetPipelineState(bd->pPipelineState); + command_list->SetGraphicsRootSignature(bd->pRootSignature); + command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + command_list->OMSetBlendFactor(blend_factor); +} + +template +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; +} + +// Render function +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: We are assuming that this only gets called once per frame! + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + vd->FrameIndex++; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + SafeRelease(fr->VertexBuffer); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props = {}; + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc = {}; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + SafeRelease(fr->IndexBuffer); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props = {}; + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc = {}; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only) + void* vtx_resource, *idx_resource; + D3D12_RANGE range = { 0, 0 }; + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + + // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only) + range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource); + IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert)); + fr->VertexBuffer->Unmap(0, &range); + range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource); + IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx)); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX12_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.CommandList = command_list; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + command_list->RSSetScissorRects(1, &r); + + // Bind texture, Draw + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + command_list->SetGraphicsRootDescriptorTable(1, texture_handle); + command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = nullptr; +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture; + { + D3D12_HEAP_PROPERTIES props = {}; + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); + + UINT upload_pitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT upload_size = height * upload_pitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = upload_size; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = nullptr; + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = nullptr; + D3D12_RANGE range = { 0, upload_size }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * upload_pitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + { + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch; + + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + } + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = nullptr; + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = ::CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != nullptr); + + ID3D12CommandAllocator* cmdAlloc = nullptr; + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + ::WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + ::CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle); + SafeRelease(font_tex->pTextureResource); + font_tex->pTextureResource = pTexture; + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr); +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (bd->pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. + // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. + static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); + if (d3d12_dll == nullptr) + { + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) + break; + + // If failed, we are on Windows >= 10. + if (d3d12_dll == nullptr) + d3d12_dll = ::LoadLibraryA("d3d12.dll"); + + if (d3d12_dll == nullptr) + return false; + } + + PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + if (D3D12SerializeRootSignatureFn == nullptr) + return false; + + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = bd->pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.DSVFormat = bd->DSVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + ID3DBlob* vertexShaderBlob; + ID3DBlob* pixelShaderBlob; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) + { + vertexShaderBlob->Release(); + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + } + psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + if (result_pipeline_state != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + + if (bd->commandQueueOwned) + SafeRelease(bd->pCommandQueue); + bd->commandQueueOwned = false; + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + + // Free SRV descriptor used by texture + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture; + bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle); + SafeRelease(font_tex->pTextureResource); + io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well. +} + +bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + bd->InitInfo = *init_info; // Deep copy + init_info = &bd->InitInfo; + + bd->pd3dDevice = init_info->Device; + IM_ASSERT(init_info->CommandQueue != NULL); + bd->pCommandQueue = init_info->CommandQueue; + bd->RTVFormat = init_info->RTVFormat; + bd->DSVFormat = init_info->DSVFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; + + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); + + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, + // Since this is created and managed by the application, we will only use the ->Resources[] fields. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (init_info->SrvDescriptorAllocFn == nullptr) + { + // Wrap legacy behavior of passing space for a single descriptor + IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0); + init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) + { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!"); + *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor; + *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor; + bd->LegacySingleDescriptorUsed = true; + }; + init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE) + { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd->LegacySingleDescriptorUsed == true); + bd->LegacySingleDescriptorUsed = false; + }; + } +#endif + + // Allocate 1 SRV descriptor for the font texture + IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); + init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle); + + return true; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy initialization API Obsoleted in 1.91.5 +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + ImGui_ImplDX12_InitInfo init_info; + init_info.Device = device; + init_info.NumFramesInFlight = num_frames_in_flight; + init_info.RTVFormat = rtv_format; + init_info.SrvDescriptorHeap = srv_descriptor_heap; + init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle; + init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + bool ret = ImGui_ImplDX12_Init(&init_info); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->commandQueueOwned = true; + return ret; +} +#endif + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Manually delete main viewport render resources in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) + { + // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + } + + // Clean up windows and device objects + ImGui_ImplDX12_ShutdownPlatformInterface(); + ImGui_ImplDX12_InvalidateDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplDX12_NewFrame() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + vd->FrameIndex = UINT_MAX; + + // Create command queue. + D3D12_COMMAND_QUEUE_DESC queue_desc = {}; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + HRESULT res = S_OK; + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); + IM_ASSERT(res == S_OK); + + // Create command allocator. + for (UINT i = 0; i < bd->numFramesInFlight; ++i) + { + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); + IM_ASSERT(res == S_OK); + } + + // Create command list. + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); + IM_ASSERT(res == S_OK); + vd->CommandList->Close(); + + // Create fence. + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); + IM_ASSERT(res == S_OK); + + vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(vd->FenceEvent != nullptr); + + // Create swap chain + // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. + DXGI_SWAP_CHAIN_DESC1 sd1; + ZeroMemory(&sd1, sizeof(sd1)); + sd1.BufferCount = bd->numFramesInFlight; + sd1.Width = (UINT)viewport->Size.x; + sd1.Height = (UINT)viewport->Size.y; + sd1.Format = bd->RTVFormat; + sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd1.SampleDesc.Count = 1; + sd1.SampleDesc.Quality = 0; + sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd1.Scaling = DXGI_SCALING_NONE; + sd1.Stereo = FALSE; + + IDXGIFactory4* dxgi_factory = nullptr; + res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); + IM_ASSERT(res == S_OK); + + IDXGISwapChain1* swap_chain = nullptr; + res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); + IM_ASSERT(res == S_OK); + + dxgi_factory->Release(); + + // Or swapChain.As(&mSwapChain) + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); + swap_chain->Release(); + + // Create the render targets + if (vd->SwapChain) + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bd->numFramesInFlight; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); + IM_ASSERT(hr == S_OK); + + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + rtv_handle.ptr += rtv_descriptor_size; + } + + ID3D12Resource* back_buffer; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); +} + +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) +{ + HRESULT hr = S_FALSE; + if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) + { + hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits + hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, INFINITE); + } +} + +static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) + { + ImGui_WaitForPendingOperations(vd); + + SafeRelease(vd->CommandQueue); + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + SafeRelease(vd->Fence); + ::CloseHandle(vd->FenceEvent); + vd->FenceEvent = nullptr; + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + } + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_WaitForPendingOperations(vd); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); + + if (vd->SwapChain) + { + ID3D12Resource* back_buffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } +} + +static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); + + const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + // Draw + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; + + frame_context->CommandAllocator->Reset(); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); + + ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->Close(); + + vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); +} + +static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + vd->SwapChain->Present(0, 0); + while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) + ::SwitchToThread(); +} + +void ImGui_ImplDX12_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; +} + +void ImGui_ImplDX12_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.h new file mode 100644 index 0000000..c82514c --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx12.h @@ -0,0 +1,76 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include // DXGI_FORMAT +#include // D3D12_CPU_DESCRIPTOR_HANDLE + +// Initialization data, for ImGui_ImplDX12_Init() +struct ImGui_ImplDX12_InitInfo +{ + ID3D12Device* Device; + ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads. + int NumFramesInFlight; + DXGI_FORMAT RTVFormat; // RenderTarget format. + DXGI_FORMAT DSVFormat; // DepthStencilView format. + void* UserData; + + // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. + // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more) + ID3D12DescriptorHeap* SrvDescriptorHeap; + void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle); + void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those. + D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; +#endif + + ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy initialization API Obsoleted in 1.91.5 +// - font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +#endif + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX12_RenderState +{ + ID3D12Device* Device; + ID3D12GraphicsCommandList* CommandList; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.cpp new file mode 100644 index 0000000..ef2ba13 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.cpp @@ -0,0 +1,585 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX9_InitMultiViewportSupport(); +static void ImGui_ImplDX9_ShutdownMultiViewportSupport(); +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows + // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) + if (global_vtx_offset == 0) + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + ImGui_ImplDX9_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_ShutdownMultiViewportSupport(); + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX9_ViewportData +{ + IDirect3DSwapChain9* SwapChain; + D3DPRESENT_PARAMETERS d3dpp; + + ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } + ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } +}; + +static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + vd->d3dpp.Windowed = TRUE; + vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; + vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; + vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + vd->d3dpp.hDeviceWindow = hwnd; + vd->d3dpp.EnableAutoDepthStencil = FALSE; + vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync + + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + IM_ASSERT(vd->SwapChain != nullptr); +} + +static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + { + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + vd->d3dpp.BackBufferWidth = (UINT)size.x; + vd->d3dpp.BackBufferHeight = (UINT)size.y; + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + } +} + +static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + + LPDIRECT3DSURFACE9 render_target = nullptr; + LPDIRECT3DSURFACE9 last_render_target = nullptr; + LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; + vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); + bd->pd3dDevice->GetRenderTarget(0, &last_render_target); + bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, render_target); + bd->pd3dDevice->SetDepthStencilSurface(nullptr); + + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); + bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); + } + + ImGui_ImplDX9_RenderDrawData(viewport->DrawData); + + // Restore render target + bd->pd3dDevice->SetRenderTarget(0, last_render_target); + bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); + render_target->Release(); + last_render_target->Release(); + if (last_depth_stencil) last_depth_stencil->Release(); +} + +static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); + // Let main application handle D3DERR_DEVICELOST by resetting the device. + IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST); +} + +static void ImGui_ImplDX9_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; +} + +static void ImGui_ImplDX9_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.h new file mode 100644 index 0000000..983d956 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_dx9.h @@ -0,0 +1,34 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.cpp new file mode 100644 index 0000000..a3d5454 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.cpp @@ -0,0 +1,1460 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About Emscripten support: +// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) +// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. +// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922) +// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. +// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. +// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. +// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) +// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) +// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) +// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. +// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. +// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_glfw.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// GLFW +#include + +#ifdef _WIN32 +#undef APIENTRY +#ifndef GLFW_EXPOSE_NATIVE_WIN32 +#define GLFW_EXPOSE_NATIVE_WIN32 +#endif +#include // for glfwGetWin32Window() +#endif +#ifdef __APPLE__ +#ifndef GLFW_EXPOSE_NATIVE_COCOA +#define GLFW_EXPOSE_NATIVE_COCOA +#endif +#include // for glfwGetCocoaWindow() +#endif +#ifndef _WIN32 +#include // for usleep() +#endif + +#ifdef __EMSCRIPTEN__ +#include +#include +#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 +#include +#else +#define EMSCRIPTEN_USE_EMBEDDED_GLFW3 +#endif +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale +#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch +#define GLFW_HAS_VULKAN (0) +#else +#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface +#endif +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow +#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW +#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea +#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif +#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) +#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH +#else +#define GLFW_HAS_MOUSE_PASSTHROUGH (0) +#endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() + +// GLFW data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan, +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseIgnoreButtonUpWaitForFocusLoss; + bool MouseIgnoreButtonUp; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool InstalledCallbacks; + bool CallbacksChainForAllWindows; +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const char* CanvasSelector; +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); +static void ImGui_ImplGlfw_InitMultiViewportSupport(); +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + +// Functions + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode); +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) +{ + IM_UNUSED(scancode); + switch (keycode) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102; + case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; + default: return ImGuiKey_None; + } +} + +// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW +// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 +static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); +} + +static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation + if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()? +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + const char* key_name = glfwGetKeyName(key, scancode); + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackWindowFocus(window, focused); + + // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events + bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0); + bd->MouseIgnoreButtonUpWaitForFocusLoss = false; + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + // This function is technically part of the API even if we stopped using the callback, so leaving it around. +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + +#ifdef _WIN32 +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; +} + +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 +void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } +#else +EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif +#endif + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) +#ifndef __EMSCRIPTEN__ + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Window = window; + bd->Time = 0.0; + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if GLFW_VERSION_COMBINED < 3300 + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); }; +#else + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; +#endif + +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; +#endif + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + + // Update monitor a first time during init + // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)bd->Window; +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#else + IM_UNUSED(main_viewport); +#endif + ImGui_ImplGlfw_InitMultiViewportSupport(); + + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + + // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime + // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 + if (emscripten::glfw3::IsRuntimePlatformApple()) + { + ImGui::GetIO().ConfigMacOSXBehaviors = true; + + // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. + // This means that Meta + V only registers a single key-press, even if the keys are held. + // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. + // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key + emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); + } +#endif +#endif + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + if (bd->CanvasSelector) + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); +#endif + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + // Windows: restore our WndProc hook +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const bool is_window_focused = true; +#else + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (is_window_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + mouse_x += window_x; + mouse_y += window_y; + } + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) + // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_MOUSE_PASSTHROUGH + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + if (glfwGetWindowAttrib(window, GLFW_HOVERED)) + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. +#endif + } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +static void ImGui_ImplGlfw_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) + return; + + platform_io.Monitors.resize(0); + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + if (vid_mode == nullptr) + continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_MONITOR_WORK_AREA + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 + { + monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.WorkSize = ImVec2((float)w, (float)h); + } +#endif +#if GLFW_HAS_PER_MONITOR_DPI + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + if (x_scale == 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = x_scale; +#endif + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + ImGui_ImplGlfw_UpdateMonitors(); + + // Setup time step + // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) + double current_time = glfwGetTime(); + if (current_time <= bd->Time) + current_time = bd->Time + 0.00001f; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + bd->MouseIgnoreButtonUp = false; + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); + + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback); +} +#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) +// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call +// by invoking emscripten_glfw_make_canvas_resizable afterward. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) +{ + GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); + IM_ASSERT(window == w); // Sanity check + IM_UNUSED(w); + emscripten_glfw_make_canvas_resizable(window, "window", nullptr); +} +#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 + + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). +// However: depending on the platform the callback may be invoked at different time: +// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call +// - on Linux it is queued and invoked during glfwPollEvents() +// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only +// ignore recent glfwSetWindowXXX() calls. +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); + //data->IgnoreWindowPosEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestMove = true; + } +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); + //data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestResize = true; + } +} + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922) +#ifdef __linux__ + bd->MouseIgnoreButtonUpWaitForFocusLoss = true; +#endif + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + #endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + if (vd->WindowOwned) + { +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + glfwDestroyWindow(vd->Window); + } + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install hook for WM_NCHITTEST message handler +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#if !GLFW_HAS_FOCUS_ON_SHOW + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif +#endif + + glfwShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; +#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); +#endif + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +static void ImGui_ImplGlfw_InitMultiViewportSupport() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; +} + +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + } + return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.h new file mode 100644 index 0000000..fb6f311 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glfw.h @@ -0,0 +1,69 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct GLFWwindow; +struct GLFWmonitor; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); +//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0 +#endif + +// GLFW callbacks install +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GFLW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.cpp new file mode 100644 index 0000000..bb78a9b --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.cpp @@ -0,0 +1,310 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] +// Missing features or Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. +// [ ] Platform: Missing multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. +// 2019-03-25: Misc: Made io.DeltaTime always above zero. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-03-22: Added GLUT Platform binding. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_glut.h" +#define GL_SILENCE_DEPRECATION +#ifdef __APPLE__ +#include +#else +#include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +static int g_Time = 0; // Current time, in milliseconds + +// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) +{ + switch (key) + { + case '\t': return ImGuiKey_Tab; + case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; + case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; + case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; + case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; + case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; + case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; + case 256 + GLUT_KEY_END: return ImGuiKey_End; + case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; + case 127: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case ' ': return ImGuiKey_Space; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 39: return ImGuiKey_Apostrophe; + case 44: return ImGuiKey_Comma; + case 45: return ImGuiKey_Minus; + case 46: return ImGuiKey_Period; + case 47: return ImGuiKey_Slash; + case 59: return ImGuiKey_Semicolon; + case 61: return ImGuiKey_Equal; + case 91: return ImGuiKey_LeftBracket; + case 92: return ImGuiKey_Backslash; + case 93: return ImGuiKey_RightBracket; + case 96: return ImGuiKey_GraveAccent; + //case 0: return ImGuiKey_CapsLock; + //case 0: return ImGuiKey_ScrollLock; + case 256 + 0x006D: return ImGuiKey_NumLock; + //case 0: return ImGuiKey_PrintScreen; + //case 0: return ImGuiKey_Pause; + //case '0': return ImGuiKey_Keypad0; + //case '1': return ImGuiKey_Keypad1; + //case '2': return ImGuiKey_Keypad2; + //case '3': return ImGuiKey_Keypad3; + //case '4': return ImGuiKey_Keypad4; + //case '5': return ImGuiKey_Keypad5; + //case '6': return ImGuiKey_Keypad6; + //case '7': return ImGuiKey_Keypad7; + //case '8': return ImGuiKey_Keypad8; + //case '9': return ImGuiKey_Keypad9; + //case 46: return ImGuiKey_KeypadDecimal; + //case 47: return ImGuiKey_KeypadDivide; + case 42: return ImGuiKey_KeypadMultiply; + //case 45: return ImGuiKey_KeypadSubtract; + case 43: return ImGuiKey_KeypadAdd; + //case 13: return ImGuiKey_KeypadEnter; + //case 0: return ImGuiKey_KeypadEqual; + case 256 + 0x0072: return ImGuiKey_LeftCtrl; + case 256 + 0x0070: return ImGuiKey_LeftShift; + case 256 + 0x0074: return ImGuiKey_LeftAlt; + //case 0: return ImGuiKey_LeftSuper; + case 256 + 0x0073: return ImGuiKey_RightCtrl; + case 256 + 0x0071: return ImGuiKey_RightShift; + case 256 + 0x0075: return ImGuiKey_RightAlt; + //case 0: return ImGuiKey_RightSuper; + //case 0: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': case 'a': return ImGuiKey_A; + case 'B': case 'b': return ImGuiKey_B; + case 'C': case 'c': return ImGuiKey_C; + case 'D': case 'd': return ImGuiKey_D; + case 'E': case 'e': return ImGuiKey_E; + case 'F': case 'f': return ImGuiKey_F; + case 'G': case 'g': return ImGuiKey_G; + case 'H': case 'h': return ImGuiKey_H; + case 'I': case 'i': return ImGuiKey_I; + case 'J': case 'j': return ImGuiKey_J; + case 'K': case 'k': return ImGuiKey_K; + case 'L': case 'l': return ImGuiKey_L; + case 'M': case 'm': return ImGuiKey_M; + case 'N': case 'n': return ImGuiKey_N; + case 'O': case 'o': return ImGuiKey_O; + case 'P': case 'p': return ImGuiKey_P; + case 'Q': case 'q': return ImGuiKey_Q; + case 'R': case 'r': return ImGuiKey_R; + case 'S': case 's': return ImGuiKey_S; + case 'T': case 't': return ImGuiKey_T; + case 'U': case 'u': return ImGuiKey_U; + case 'V': case 'v': return ImGuiKey_V; + case 'W': case 'w': return ImGuiKey_W; + case 'X': case 'x': return ImGuiKey_X; + case 'Y': case 'y': return ImGuiKey_Y; + case 'Z': case 'z': return ImGuiKey_Z; + case 256 + GLUT_KEY_F1: return ImGuiKey_F1; + case 256 + GLUT_KEY_F2: return ImGuiKey_F2; + case 256 + GLUT_KEY_F3: return ImGuiKey_F3; + case 256 + GLUT_KEY_F4: return ImGuiKey_F4; + case 256 + GLUT_KEY_F5: return ImGuiKey_F5; + case 256 + GLUT_KEY_F6: return ImGuiKey_F6; + case 256 + GLUT_KEY_F7: return ImGuiKey_F7; + case 256 + GLUT_KEY_F8: return ImGuiKey_F8; + case 256 + GLUT_KEY_F9: return ImGuiKey_F9; + case 256 + GLUT_KEY_F10: return ImGuiKey_F10; + case 256 + GLUT_KEY_F11: return ImGuiKey_F11; + case 256 + GLUT_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplGLUT_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + +#ifdef FREEGLUT + io.BackendPlatformName = "imgui_impl_glut (freeglut)"; +#else + io.BackendPlatformName = "imgui_impl_glut"; +#endif + g_Time = 0; + + return true; +} + +void ImGui_ImplGLUT_InstallFuncs() +{ + glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplGLUT_MouseFunc); +#ifdef __FREEGLUT_EXT_H__ + glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); +#endif + glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); +} + +void ImGui_ImplGLUT_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplGLUT_NewFrame() +{ + // Setup time step + ImGuiIO& io = ImGui::GetIO(); + int current_time = glutGet(GLUT_ELAPSED_TIME); + int delta_time_ms = (current_time - g_Time); + if (delta_time_ms <= 0) + delta_time_ms = 1; + io.DeltaTime = delta_time_ms / 1000.0f; + g_Time = current_time; +} + +static void ImGui_ImplGLUT_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + int glut_key_mods = glutGetModifiers(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); +} + +static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) +{ + // Send character to imgui + //printf("char_down_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 32) + io.AddInputCharacter((unsigned int)c); + + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, true, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +{ + //printf("char_up_func %d '%c'\n", c, c); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, false, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) +{ + //printf("key_down_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) +{ + //printf("key_up_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + int button = -1; + if (glut_button == GLUT_LEFT_BUTTON) button = 0; + if (glut_button == GLUT_RIGHT_BUTTON) button = 1; + if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; + if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) + io.AddMouseButtonEvent(button, state == GLUT_DOWN); +} + +#ifdef __FREEGLUT_EXT_H__ +void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + if (dir != 0) + io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); + (void)button; // Unused +} +#endif + +void ImGui_ImplGLUT_ReshapeFunc(int w, int h) +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)w, (float)h); +} + +void ImGui_ImplGLUT_MotionFunc(int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.h new file mode 100644 index 0000000..d5d01a2 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_glut.h @@ -0,0 +1,48 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] +// Missing features or Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. +// [ ] Platform: Missing multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); +IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); +IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); + +// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//------------------------------------ GLUT name ---------------------------------------------- Decent Name --------- +IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.h new file mode 100644 index 0000000..f2a8be7 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.h @@ -0,0 +1,76 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// ObjC API +//----------------------------------------------------------------------------- + +#ifdef __OBJC__ + +@class MTLRenderPassDescriptor; +@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, + id commandBuffer, + id commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file +// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ + +#ifdef IMGUI_IMPL_METAL_CPP +#include +#ifndef __OBJC__ + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.mm b/lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.mm new file mode 100644 index 0000000..9ab4a34 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_metal.mm @@ -0,0 +1,756 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-03: Metal: Crash fix. (#8367) +// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). +// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. +// 2022-07-05: Metal: Add dispatch synchronization. +// 2022-06-30: Metal: Use __bridge for ARC based systems. +// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). +// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) +// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. +// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-05: Metal: Added new Metal backend implementation. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_metal.h" +#import +#import + +// Forward Declarations +static void ImGui_ImplMetal_InitMultiViewportSupport(); +static void ImGui_ImplMetal_ShutdownMultiViewportSupport(); +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + +#pragma mark - Support classes + +// A wrapper around a MTLBuffer object that knows the last time it was reused +@interface MetalBuffer : NSObject +@property (nonatomic, strong) id buffer; +@property (nonatomic, assign) double lastReuseTime; +- (instancetype)initWithBuffer:(id)buffer; +@end + +// An object that encapsulates the data necessary to uniquely identify a +// render pipeline state. These are used as cache keys. +@interface FramebufferDescriptor : NSObject +@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; +@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; +@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; +@end + +// A singleton that stores long-lived objects that are needed by the Metal +// renderer backend. Stores the render pipeline state cache and the default +// font texture, and manages the reusable buffer cache. +@interface MetalContext : NSObject +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong, nullable) id fontTexture; +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; +@end + +struct ImGui_ImplMetal_Data +{ + MetalContext* SharedMetalContext; + + ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +#ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal C++ Backend API + +bool ImGui_ImplMetal_Init(MTL::Device* device) +{ + return ImGui_ImplMetal_Init((__bridge id)(device)); +} + +void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); +} + +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder) +{ + ImGui_ImplMetal_RenderDrawData(draw_data, + (__bridge id)(commandBuffer), + (__bridge id)(commandEncoder)); + +} + +bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); +} + +#endif // #ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal Backend API + +bool ImGui_ImplMetal_Init(id device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; + + ImGui_ImplMetal_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplMetal_Shutdown() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_UNUSED(bd); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGui_ImplMetal_ShutdownMultiViewportSupport(); + ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); + + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); +} + +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); +#ifdef IMGUI_IMPL_METAL_CPP + bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease]; +#else + bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; +#endif + if (bd->SharedMetalContext.depthStencilState == nil) + ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); +} + +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = drawData->DisplayPos.x; + float R = drawData->DisplayPos.x + drawData->DisplaySize.x; + float T = drawData->DisplayPos.y; + float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + +// Metal Render function. +void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (int n = 0; n < drawData->CmdListsCount; n++) + { + const ImDrawList* draw_list = drawData->CmdLists[n]; + + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + if (ImTextureID tex_id = pcmd->GetTexID()) + [commandEncoder setFragmentTexture:(__bridge id)(void*)(intptr_t)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + MetalContext* sharedMetalContext = bd->SharedMetalContext; + [commandBuffer addCompletedHandler:^(id) + { + dispatch_async(dispatch_get_main_queue(), ^{ + @synchronized(sharedMetalContext.bufferCache) + { + [sharedMetalContext.bufferCache addObject:vertexBuffer]; + [sharedMetalContext.bufferCache addObject:indexBuffer]; + } + }); + }]; +} + +bool ImGui_ImplMetal_CreateFontsTexture(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)width + height:(NSUInteger)height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; +#if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; +#else + textureDescriptor.storageMode = MTLStorageModeShared; +#endif + id texture = [device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; + bd->SharedMetalContext.fontTexture = texture; + io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64 + + return (bd->SharedMetalContext.fontTexture != nil); +} + +void ImGui_ImplMetal_DestroyFontsTexture() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + bd->SharedMetalContext.fontTexture = nil; + io.Fonts->SetTexID(0); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +#ifdef IMGUI_IMPL_METAL_CPP + [depthStencilDescriptor release]; +#endif + ImGui_ImplMetal_CreateFontsTexture(device); + return true; +} + +void ImGui_ImplMetal_DestroyDeviceObjects() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGui_ImplMetal_DestroyFontsTexture(); + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; +} + +#pragma mark - Multi-viewport support + +#import + +#if TARGET_OS_OSX +#import +#endif + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataMetal +{ + CAMetalLayer* MetalLayer; + id CommandQueue; + MTLRenderPassDescriptor* RenderPassDescriptor; + void* Handle = nullptr; + bool FirstFrame = true; +}; + +static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); + viewport->RendererUserData = data; + + // PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*. + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + IM_ASSERT(handle != nullptr); + + id device = bd->SharedMetalContext.device; + CAMetalLayer* layer = [CAMetalLayer layer]; + layer.device = device; + layer.framebufferOnly = YES; + layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat; +#if TARGET_OS_OSX + NSWindow* window = (__bridge NSWindow*)handle; + NSView* view = window.contentView; + view.layer = layer; + view.wantsLayer = YES; +#endif + data->MetalLayer = layer; + data->CommandQueue = [device newCommandQueue]; + data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; + data->Handle = handle; +} + +static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData) + IM_DELETE(data); + viewport->RendererUserData = nullptr; +} + +inline static CGSize MakeScaledSize(CGSize size, CGFloat scale) +{ + return CGSizeMake(size.width * scale, size.height * scale); +} + +static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale); +} + +static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + +#if TARGET_OS_OSX + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + NSWindow* window = (__bridge NSWindow*)handle; + + // Always render the first frame, regardless of occlusionState, to avoid an initial flicker + if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame) + { + // Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for + // approximately 1 second if the Metal layer is completely occluded. + return; + } + data->FirstFrame = false; + + viewport->DpiScale = (float)window.backingScaleFactor; + if (data->MetalLayer.contentsScale != viewport->DpiScale) + { + data->MetalLayer.contentsScale = viewport->DpiScale; + data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale); + } + viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale); +#endif + + id drawable = [data->MetalLayer nextDrawable]; + if (drawable == nil) + return; + + MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor; + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0); + if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0) + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + + id commandBuffer = [data->CommandQueue commandBuffer]; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder); + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; +} + +static void ImGui_ImplMetal_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; +} + +static void ImGui_ImplMetal_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]); +} + +#pragma mark - MetalBuffer implementation + +@implementation MetalBuffer +- (instancetype)initWithBuffer:(id)buffer +{ + if ((self = [super init])) + { + _buffer = buffer; + _lastReuseTime = GetMachAbsoluteTimeInSeconds(); + } + return self; +} +@end + +#pragma mark - FramebufferDescriptor implementation + +@implementation FramebufferDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor +{ + if ((self = [super init])) + { + _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; + _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; + _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; + _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; + } + return self; +} + +- (nonnull id)copyWithZone:(nullable NSZone*)zone +{ + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; + copy.sampleCount = self.sampleCount; + copy.colorPixelFormat = self.colorPixelFormat; + copy.depthPixelFormat = self.depthPixelFormat; + copy.stencilPixelFormat = self.stencilPixelFormat; + return copy; +} + +- (NSUInteger)hash +{ + NSUInteger sc = _sampleCount & 0x3; + NSUInteger cf = _colorPixelFormat & 0x3FF; + NSUInteger df = _depthPixelFormat & 0x3FF; + NSUInteger sf = _stencilPixelFormat & 0x3FF; + NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; + return hash; +} + +- (BOOL)isEqual:(id)object +{ + FramebufferDescriptor* other = object; + if (![other isKindOfClass:[FramebufferDescriptor class]]) + return NO; + return other.sampleCount == self.sampleCount && + other.colorPixelFormat == self.colorPixelFormat && + other.depthPixelFormat == self.depthPixelFormat && + other.stencilPixelFormat == self.stencilPixelFormat; +} + +@end + +#pragma mark - MetalContext implementation + +@implementation MetalContext +- (instancetype)init +{ + if ((self = [super init])) + { + self.renderPipelineStateCache = [NSMutableDictionary dictionary]; + self.bufferCache = [NSMutableArray array]; + _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); + } + return self; +} + +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +{ + uint64_t now = GetMachAbsoluteTimeInSeconds(); + + @synchronized(self.bufferCache) + { + // Purge old buffers that haven't been useful for a while + if (now - self.lastBufferCachePurge > 1.0) + { + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.lastReuseTime > self.lastBufferCachePurge) + [survivors addObject:candidate]; + self.bufferCache = [survivors mutableCopy]; + self.lastBufferCachePurge = now; + } + + // See if we have a buffer we can reuse + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) + bestCandidate = candidate; + + if (bestCandidate != nil) + { + [self.bufferCache removeObject:bestCandidate]; + bestCandidate.lastReuseTime = now; + return bestCandidate; + } + } + + // No luck; make a new buffer + id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; + return [[MetalBuffer alloc] initWithBuffer:backing]; +} + +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device +{ + NSError* error = nil; + + NSString* shaderSource = @"" + "#include \n" + "using namespace metal;\n" + "\n" + "struct Uniforms {\n" + " float4x4 projectionMatrix;\n" + "};\n" + "\n" + "struct VertexIn {\n" + " float2 position [[attribute(0)]];\n" + " float2 texCoords [[attribute(1)]];\n" + " uchar4 color [[attribute(2)]];\n" + "};\n" + "\n" + "struct VertexOut {\n" + " float4 position [[position]];\n" + " float2 texCoords;\n" + " float4 color;\n" + "};\n" + "\n" + "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" + " constant Uniforms &uniforms [[buffer(1)]]) {\n" + " VertexOut out;\n" + " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" + " out.texCoords = in.texCoords;\n" + " out.color = float4(in.color) / float4(255.0);\n" + " return out;\n" + "}\n" + "\n" + "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" + " texture2d texture [[texture(0)]]) {\n" + " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" + " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" + " return half4(in.color) * texColor;\n" + "}\n"; + + id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; + if (library == nil) + { + NSLog(@"Error: failed to create Metal library: %@", error); + return nil; + } + + id vertexFunction = [library newFunctionWithName:@"vertex_main"]; + id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; + + if (vertexFunction == nil || fragmentFunction == nil) + { + NSLog(@"Error: failed to find Metal shader functions in library: %@", error); + return nil; + } + + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); + vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position + vertexDescriptor.attributes[0].bufferIndex = 0; + vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); + vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords + vertexDescriptor.attributes[1].bufferIndex = 0; + vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); + vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color + vertexDescriptor.attributes[2].bufferIndex = 0; + vertexDescriptor.layouts[0].stepRate = 1; + vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; + vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); + + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + pipelineDescriptor.vertexFunction = vertexFunction; + pipelineDescriptor.fragmentFunction = fragmentFunction; + pipelineDescriptor.vertexDescriptor = vertexDescriptor; + pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; + pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; + pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; + pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; + pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; + pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; + pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; + + id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; + if (error != nil) + NSLog(@"Error: failed to create Metal pipeline state: %@", error); + + return renderPipelineState; +} + +@end + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..122d1ed --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.cpp @@ -0,0 +1,361 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. +// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. +// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl2.h" +#include // intptr_t + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#endif + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION +#include +#else +#include +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL data +struct ImGui_ImplOpenGL2_Data +{ + GLuint FontTexture; + + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplOpenGL2_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGui_ImplOpenGL2_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); + if (!bd->FontTexture) + ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glShadeModel(GL_SMOOTH); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + // (DO NOT MODIFY THIS FILE! Add the code in your calling function) + // GLint last_program; + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + // glUseProgram(0); + // ImGui_ImplOpenGL2_RenderDrawData(...); + // glUseProgram(last_program) + // There are potentially many more states you could need to clear/setup that we can't access from default headers. + // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); +} + +// OpenGL2 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); + } + } + } + + // Restore modified GL state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + glShadeModel(last_shade_model); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} + + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL2_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; +} + +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.h new file mode 100644 index 0000000..c7b40e0 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl2.h @@ -0,0 +1,42 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..2ed1c54 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3.cpp @@ -0,0 +1,1023 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) +// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) +// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) +// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) +// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) +// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) +// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) +// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. +// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. +// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. +// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. +// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader. +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl3.h" +#include +#include // intptr_t +#if defined(__APPLE__) +#include +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#endif + +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W +#include "imgui_impl_opengl3_loader.h" +#endif + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode() +#endif + +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART +#endif + +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL Data +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + bool GlProfileIsES2; + bool GlProfileIsES3; + bool GlProfileIsCompat; + GLint GlProfileMask; + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasPolygonMode; + bool HasClipOrigin; + bool UseBufferSubData; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplOpenGL3_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif + +// Not static to allow third-party code to use that if they want to (but undocumented) +bool ImGui_ImplOpenGL3_InitLoader(); +bool ImGui_ImplOpenGL3_InitLoader() +{ + // Initialize our loader +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + if (glGetIntegerv == nullptr && imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + return true; +} + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize loader + if (!ImGui_ImplOpenGL3_InitLoader()) + return false; + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + + // Query for GL version (e.g. 320 for GL 3.2) + const char* gl_version_str = (const char*)glGetString(GL_VERSION); +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; + IM_UNUSED(gl_version_str); +#else + // Desktop or GLES 3 + GLint major = 0; + GLint minor = 0; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." + bd->GlVersion = (GLuint)(major * 100 + minor * 10); +#if defined(GL_CONTEXT_PROFILE_MASK) + if (bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#else + if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) + bd->GlProfileIsES3 = true; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + glsl_version = "#version 150"; +#else + glsl_version = "#version 130"; +#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + // Detect extensions we support +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); +#endif + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + + ImGui_ImplOpenGL3_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); + + ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. + + if (!bd->ShaderHandle) + ImGui_ImplOpenGL3_CreateDeviceObjects(); + if (!bd->FontTexture) + ImGui_ImplOpenGL3_CreateFontsTexture(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + if (bd->HasPolygonMode) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) +#if defined(GL_CLIP_ORIGIN) + bool clip_origin_lower_left = true; + if (bd->HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; +#if defined(GL_CLIP_ORIGIN) + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left +#endif + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); +} + +// OpenGL3 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. + + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } +#endif + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); } +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); + } + else + { + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW)); + } + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); + + // Bind texture, Draw + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); + else +#endif + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); + } + } + } + + // Destroy the temporary VAO +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); +#endif + + // Restore modified GL state + // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. + if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons + if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } } +#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &bd->FontTexture)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer = 0; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision highp float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle; + GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER)); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); + glCompileShader(vert_handle); + CheckShader(vert_handle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle; + GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER)); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); + glCompileShader(frag_handle); + CheckShader(frag_handle, "fragment shader"); + + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL3_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; +} + +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3.h new file mode 100644 index 0000000..d562130 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3.h @@ -0,0 +1,67 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About GLSL version: +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) +//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) + +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#else +// Otherwise imgui_impl_opengl3_loader.h will be used. +#endif + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3_loader.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3_loader.h new file mode 100644 index 0000000..d6ffa5a --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_opengl3_loader.h @@ -0,0 +1,916 @@ +//----------------------------------------------------------------------------- +// About imgui_impl_opengl3_loader.h: +// +// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, +// which proved to be endless problems for users. +// Our loader is custom-generated, based on gl3w but automatically filtered to only include +// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. +// +// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. +// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. +// +// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h' +// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. +// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) +// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. +// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp +// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. +// +// Regenerate with: +// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// +// More info: +// https://github.com/dearimgui/gl3w_stripped +// https://github.com/ocornut/imgui/issues/4445 +//----------------------------------------------------------------------------- + +/* + * This file was generated with gl3w_gen.py, part of imgl3w + * (hosted at https://github.com/dearimgui/gl3w_stripped) + * + * This is free and unencumbered software released into the public domain. + * + * Anyone is free to copy, modify, publish, use, compile, sell, or + * distribute this software, either in source code form or as a compiled + * binary, for any purpose, commercial or non-commercial, and by any + * means. + * + * In jurisdictions that recognize copyright laws, the author or authors + * of this software dedicate any and all copyright interest in the + * software to the public domain. We make this dedication for the benefit + * of the public at large and to the detriment of our heirs and + * successors. We intend this dedication to be an overt act of + * relinquishment in perpetuity of all present and future rights to this + * software under copyright law. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __gl3w_h_ +#define __gl3w_h_ + +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef __gl_glcorearb_h_ +#define __gl_glcorearb_h_ 1 +#ifdef __cplusplus +extern "C" { +#endif +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif +/* glcorearb.h is for use with OpenGL core profile implementations. +** It should should be placed in the same directory as gl.h and +** included as . +** +** glcorearb.h includes only APIs in the latest OpenGL core profile +** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will +** include functionality removed from the core profile, such as +** fixed-function vertex and fragment processing. +** +** Do not #include both and either of or +** in the same source file. +*/ +/* Generated C header for: + * API: gl + * Profile: core + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: glcore + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GLAPI const GLubyte *APIENTRY glGetString (GLenum name); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +#endif +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_2 +#define GL_CLAMP_TO_EDGE 0x812F +#endif /* GL_VERSION_1_2 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +#endif +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#endif +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_2_1 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#endif /* GL_VERSION_2_1 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +#endif +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +#endif +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +#endif +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef __cplusplus +} +#endif +#endif + +#ifndef GL3W_API +#define GL3W_API +#endif + +#ifndef __gl_h_ +#define __gl_h_ +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#define GL3W_OK 0 +#define GL3W_ERROR_INIT -1 +#define GL3W_ERROR_LIBRARY_OPEN -2 +#define GL3W_ERROR_OPENGL_VERSION -3 + +typedef void (*GL3WglProc)(void); +typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); + +/* gl3w api */ +GL3W_API int imgl3wInit(void); +GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API int imgl3wIsSupported(int major, int minor); +GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); + +/* gl3w internal state */ +union ImGL3WProcs { + GL3WglProc ptr[59]; + struct { + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLISPROGRAMPROC IsProgram; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; + } gl; +}; + +GL3W_API extern union ImGL3WProcs imgl3wProcs; + +/* OpenGL functions */ +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glIsProgram imgl3wProcs.gl.IsProgram +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef IMGL3W_IMPL +#ifdef __cplusplus +extern "C" { +#endif + +#include + +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) + +#if defined(_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +static HMODULE libgl; +typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); +static GL3WglGetProcAddr wgl_get_proc_address; + +static int open_libgl(void) +{ + libgl = LoadLibraryA("opengl32.dll"); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); + return GL3W_OK; +} + +static void close_libgl(void) { FreeLibrary(libgl); } +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = (GL3WglProc)wgl_get_proc_address(proc); + if (!res) + res = (GL3WglProc)GetProcAddress(libgl, proc); + return res; +} +#elif defined(__APPLE__) +#include + +static void *libgl; +static int open_libgl(void) +{ + libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#else +#include + +static void* libgl; // OpenGL library +static void* libglx; // GLX library +static void* libegl; // EGL library +static GL3WGetProcAddressProc gl_get_proc_address; + +static void close_libgl(void) +{ + if (libgl) { + dlclose(libgl); + libgl = NULL; + } + if (libegl) { + dlclose(libegl); + libegl = NULL; + } + if (libglx) { + dlclose(libglx); + libglx = NULL; + } +} + +static int is_library_loaded(const char* name, void** lib) +{ + *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); + return *lib != NULL; +} + +static int open_libs(void) +{ + // On Linux we have two APIs to get process addresses: EGL and GLX. + // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific. + + libgl = NULL; + libegl = NULL; + libglx = NULL; + + // First check what's already loaded, the windowing library might have + // already loaded either EGL or GLX and we want to use the same one. + + if (is_library_loaded("libEGL.so.1", &libegl) || + is_library_loaded("libGLX.so.0", &libglx)) { + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + if (libgl) + return GL3W_OK; + else + close_libgl(); + } + + if (is_library_loaded("libGL.so", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.1", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.3", &libgl)) + return GL3W_OK; + + // Neither is already loaded, so we have to load one. Try EGL first + // because it is supported under both X11 and Wayland. + + // Load OpenGL + EGL + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (libgl && libegl) + return GL3W_OK; + else + close_libgl(); + + // Fall back to legacy libGL, which includes GLX + // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 + libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); + + if (libgl) + return GL3W_OK; + + return GL3W_ERROR_LIBRARY_OPEN; +} + +static int open_libgl(void) +{ + int res = open_libs(); + if (res) + return res; + + if (libegl) + *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress"); + else if (libglx) + *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB"); + else + *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + + if (!gl_get_proc_address) { + close_libgl(); + return GL3W_ERROR_LIBRARY_OPEN; + } + + return GL3W_OK; +} + +static GL3WglProc get_proc(const char* proc) +{ + GL3WglProc res = NULL; + + // Before EGL version 1.5, eglGetProcAddress doesn't support querying core + // functions and may return a dummy function if we try, so try to load the + // function from the GL library directly first. + if (libegl) + *(void**)(&res) = dlsym(libgl, proc); + + if (!res) + res = gl_get_proc_address(proc); + + if (!libegl && !res) + *(void**)(&res) = dlsym(libgl, proc); + + return res; +} +#endif + +static struct { int major, minor; } version; + +static int parse_version(void) +{ + if (!glGetIntegerv) + return GL3W_ERROR_INIT; + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); + if (version.major == 0 && version.minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + if (const char* gl_version = (const char*)glGetString(GL_VERSION)) + sscanf(gl_version, "%d.%d", &version.major, &version.minor); + } + if (version.major < 2) + return GL3W_ERROR_OPENGL_VERSION; + return GL3W_OK; +} + +static void load_procs(GL3WGetProcAddressProc proc); + +int imgl3wInit(void) +{ + int res = open_libgl(); + if (res) + return res; + atexit(close_libgl); + return imgl3wInit2(get_proc); +} + +int imgl3wInit2(GL3WGetProcAddressProc proc) +{ + load_procs(proc); + return parse_version(); +} + +int imgl3wIsSupported(int major, int minor) +{ + if (major < 2) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; +} + +GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } + +static const char *proc_names[] = { + "glActiveTexture", + "glAttachShader", + "glBindBuffer", + "glBindSampler", + "glBindTexture", + "glBindVertexArray", + "glBlendEquation", + "glBlendEquationSeparate", + "glBlendFuncSeparate", + "glBufferData", + "glBufferSubData", + "glClear", + "glClearColor", + "glCompileShader", + "glCreateProgram", + "glCreateShader", + "glDeleteBuffers", + "glDeleteProgram", + "glDeleteShader", + "glDeleteTextures", + "glDeleteVertexArrays", + "glDetachShader", + "glDisable", + "glDisableVertexAttribArray", + "glDrawElements", + "glDrawElementsBaseVertex", + "glEnable", + "glEnableVertexAttribArray", + "glFlush", + "glGenBuffers", + "glGenTextures", + "glGenVertexArrays", + "glGetAttribLocation", + "glGetError", + "glGetIntegerv", + "glGetProgramInfoLog", + "glGetProgramiv", + "glGetShaderInfoLog", + "glGetShaderiv", + "glGetString", + "glGetStringi", + "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", + "glIsEnabled", + "glIsProgram", + "glLinkProgram", + "glPixelStorei", + "glPolygonMode", + "glReadPixels", + "glScissor", + "glShaderSource", + "glTexImage2D", + "glTexParameteri", + "glUniform1i", + "glUniformMatrix4fv", + "glUseProgram", + "glVertexAttribPointer", + "glViewport", +}; + +GL3W_API union ImGL3WProcs imgl3wProcs; + +static void load_procs(GL3WGetProcAddressProc proc) +{ + size_t i; + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = proc(proc_names[i]); +} + +#ifdef __cplusplus +} +#endif +#endif diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_osx.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_osx.h new file mode 100644 index 0000000..cd359a7 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_osx.h @@ -0,0 +1,59 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). + +// Implemented features: +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Missing features or Issues: +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#ifdef __OBJC__ + +@class NSEvent; +@class NSView; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +// #include +#ifndef __OBJC__ + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); + +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_osx.mm b/lib/cimgui/cimgui/imgui/backends/imgui_impl_osx.mm new file mode 100644 index 0000000..f29e504 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_osx.mm @@ -0,0 +1,1160 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). + +// Implemented features: +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Missing features or Issues: +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#import "imgui.h" +#ifndef IMGUI_DISABLE +#import "imgui_impl_osx.h" +#import +#import +#import +#import + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-01-20: Removed notification observer when shutting down. (#8331) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. +// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. +// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice). +// 2022-11-02: Fixed mouse coordinates before clicking the host window. +// 2022-10-06: Fixed mouse inputs on flipped views. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key +// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. +// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys. +// 2021-12-13: Add game controller support. +// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. +// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events. +// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. +// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. +// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. +// 2020-10-28: Inputs: Added a fix for handling keypad-enter key. +// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap". +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-10-11: Inputs: Fix using Backspace key. +// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-07-07: Initial version. + +#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000) +#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) +#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) + +@class ImGuiObserver; +@class KeyEventResponder; + +// Data +struct ImGui_ImplOSX_Data +{ + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; + NSWindow* Window; + + ImGui_ImplOSX_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +// Forward Declarations +static void ImGui_ImplOSX_InitMultiViewportSupport(); +static void ImGui_ImplOSX_ShutdownMultiViewportSupport(); +static void ImGui_ImplOSX_UpdateMonitors(); +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; +@end + +/** + KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. + + The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method. + Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the + insertText:replacementRange method. + + This is the same approach employed by other cross-platform libraries such as SDL2: + https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53 + and GLFW: + https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723 + */ +@interface KeyEventResponder: NSView +@end + +@implementation KeyEventResponder +{ + float _posX; + float _posY; + NSRect _imeRect; +} + +#pragma mark - Public + +- (void)setImePosX:(float)posX imePosY:(float)posY +{ + _posX = posX; + _posY = posY; +} + +- (void)updateImePosWithView:(NSView *)view +{ + NSWindow* window = view.window; + if (!window) + return; + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + _imeRect = NSMakeRect(_posX, _posY, 0, 0); + _imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect() + } + else + { + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; + } +} + +- (void)viewDidMoveToWindow +{ + // Ensure self is a first responder to receive the input events. + [self.window makeFirstResponder:self]; +} + +- (void)keyDown:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyDown:event]; + + // Call to the macOS input manager system. + [self interpretKeyEvents:@[event]]; +} + +- (void)keyUp:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyUp:event]; +} + +- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange +{ + ImGuiIO& io = ImGui::GetIO(); + + NSString* characters; + if ([aString isKindOfClass:[NSAttributedString class]]) + characters = [aString string]; + else + characters = (NSString*)aString; + + io.AddInputCharactersUTF8(characters.UTF8String); +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (void)doCommandBySelector:(SEL)myselector +{ +} + +- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return _imeRect; +} + +- (BOOL)hasMarkedText +{ + return NO; +} + +- (NSRange)markedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (NSRange)selectedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange +{ +} + +- (void)unmarkText +{ +} + +- (nonnull NSArray*)validAttributesForMarkedText +{ + return @[]; +} + +@end + +@interface ImGuiObserver : NSObject + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification; +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; +- (void)displaysDidChange:(NSNotification*)aNotification; + +@end + +@implementation ImGuiObserver + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(true); +} + +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(false); +} + +- (void)displaysDidChange:(NSNotification*)aNotification +{ + ImGui_ImplOSX_UpdateMonitors(); +} + +@end + +// Functions + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code); +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case kVK_ANSI_A: return ImGuiKey_A; + case kVK_ANSI_S: return ImGuiKey_S; + case kVK_ANSI_D: return ImGuiKey_D; + case kVK_ANSI_F: return ImGuiKey_F; + case kVK_ANSI_H: return ImGuiKey_H; + case kVK_ANSI_G: return ImGuiKey_G; + case kVK_ANSI_Z: return ImGuiKey_Z; + case kVK_ANSI_X: return ImGuiKey_X; + case kVK_ANSI_C: return ImGuiKey_C; + case kVK_ANSI_V: return ImGuiKey_V; + case kVK_ANSI_B: return ImGuiKey_B; + case kVK_ANSI_Q: return ImGuiKey_Q; + case kVK_ANSI_W: return ImGuiKey_W; + case kVK_ANSI_E: return ImGuiKey_E; + case kVK_ANSI_R: return ImGuiKey_R; + case kVK_ANSI_Y: return ImGuiKey_Y; + case kVK_ANSI_T: return ImGuiKey_T; + case kVK_ANSI_1: return ImGuiKey_1; + case kVK_ANSI_2: return ImGuiKey_2; + case kVK_ANSI_3: return ImGuiKey_3; + case kVK_ANSI_4: return ImGuiKey_4; + case kVK_ANSI_6: return ImGuiKey_6; + case kVK_ANSI_5: return ImGuiKey_5; + case kVK_ANSI_Equal: return ImGuiKey_Equal; + case kVK_ANSI_9: return ImGuiKey_9; + case kVK_ANSI_7: return ImGuiKey_7; + case kVK_ANSI_Minus: return ImGuiKey_Minus; + case kVK_ANSI_8: return ImGuiKey_8; + case kVK_ANSI_0: return ImGuiKey_0; + case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket; + case kVK_ANSI_O: return ImGuiKey_O; + case kVK_ANSI_U: return ImGuiKey_U; + case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket; + case kVK_ANSI_I: return ImGuiKey_I; + case kVK_ANSI_P: return ImGuiKey_P; + case kVK_ANSI_L: return ImGuiKey_L; + case kVK_ANSI_J: return ImGuiKey_J; + case kVK_ANSI_Quote: return ImGuiKey_Apostrophe; + case kVK_ANSI_K: return ImGuiKey_K; + case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon; + case kVK_ANSI_Backslash: return ImGuiKey_Backslash; + case kVK_ANSI_Comma: return ImGuiKey_Comma; + case kVK_ANSI_Slash: return ImGuiKey_Slash; + case kVK_ANSI_N: return ImGuiKey_N; + case kVK_ANSI_M: return ImGuiKey_M; + case kVK_ANSI_Period: return ImGuiKey_Period; + case kVK_ANSI_Grave: return ImGuiKey_GraveAccent; + case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal; + case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply; + case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd; + case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock; + case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide; + case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter; + case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract; + case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual; + case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0; + case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1; + case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2; + case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3; + case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4; + case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5; + case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6; + case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7; + case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8; + case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9; + case kVK_Return: return ImGuiKey_Enter; + case kVK_Tab: return ImGuiKey_Tab; + case kVK_Space: return ImGuiKey_Space; + case kVK_Delete: return ImGuiKey_Backspace; + case kVK_Escape: return ImGuiKey_Escape; + case kVK_CapsLock: return ImGuiKey_CapsLock; + case kVK_Control: return ImGuiKey_LeftCtrl; + case kVK_Shift: return ImGuiKey_LeftShift; + case kVK_Option: return ImGuiKey_LeftAlt; + case kVK_Command: return ImGuiKey_LeftSuper; + case kVK_RightControl: return ImGuiKey_RightCtrl; + case kVK_RightShift: return ImGuiKey_RightShift; + case kVK_RightOption: return ImGuiKey_RightAlt; + case kVK_RightCommand: return ImGuiKey_RightSuper; +// case kVK_Function: return ImGuiKey_; +// case kVK_VolumeUp: return ImGuiKey_; +// case kVK_VolumeDown: return ImGuiKey_; +// case kVK_Mute: return ImGuiKey_; + case kVK_F1: return ImGuiKey_F1; + case kVK_F2: return ImGuiKey_F2; + case kVK_F3: return ImGuiKey_F3; + case kVK_F4: return ImGuiKey_F4; + case kVK_F5: return ImGuiKey_F5; + case kVK_F6: return ImGuiKey_F6; + case kVK_F7: return ImGuiKey_F7; + case kVK_F8: return ImGuiKey_F8; + case kVK_F9: return ImGuiKey_F9; + case kVK_F10: return ImGuiKey_F10; + case kVK_F11: return ImGuiKey_F11; + case kVK_F12: return ImGuiKey_F12; + case kVK_F13: return ImGuiKey_F13; + case kVK_F14: return ImGuiKey_F14; + case kVK_F15: return ImGuiKey_F15; + case kVK_F16: return ImGuiKey_F16; + case kVK_F17: return ImGuiKey_F17; + case kVK_F18: return ImGuiKey_F18; + case kVK_F19: return ImGuiKey_F19; + case kVK_F20: return ImGuiKey_F20; + case 0x6E: return ImGuiKey_Menu; + case kVK_Help: return ImGuiKey_Insert; + case kVK_Home: return ImGuiKey_Home; + case kVK_PageUp: return ImGuiKey_PageUp; + case kVK_ForwardDelete: return ImGuiKey_Delete; + case kVK_End: return ImGuiKey_End; + case kVK_PageDown: return ImGuiKey_PageDown; + case kVK_LeftArrow: return ImGuiKey_LeftArrow; + case kVK_RightArrow: return ImGuiKey_RightArrow; + case kVK_DownArrow: return ImGuiKey_DownArrow; + case kVK_UpArrow: return ImGuiKey_UpArrow; + default: return ImGuiKey_None; + } +} + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) { + return ImGui_ImplOSX_Init((__bridge NSView*)(view)); +} + +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { + return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view)); +} + +#endif + + +bool ImGui_ImplOSX_Init(NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_osx"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->Observer = [ImGuiObserver new]; + bd->Window = view.window ?: NSApp.orderedWindows.firstObject; + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window; + ImGui_ImplOSX_UpdateMonitors(); + ImGui_ImplOSX_InitMultiViewportSupport(); + + // Load cursors. Some of them are undocumented. + bd->MouseCursorHidden = false; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; + + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; + [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; + }; + + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char* + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; + if (![available isEqualToString:NSPasteboardTypeString]) + return nullptr; + + NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; + if (string == nil) + return nullptr; + + const char* string_c = (const char*)[string UTF8String]; + size_t string_len = strlen(string_c); + static ImVector s_clipboard; + s_clipboard.resize((int)string_len + 1); + strcpy(s_clipboard.Data, string_c); + return s_clipboard.Data; + }; + + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeActive:) + name:NSApplicationDidBecomeActiveNotification + object:nil]; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeInactive:) + name:NSApplicationDidResignActiveNotification + object:nil]; + + // Add the NSTextInputClient to the view hierarchy, + // to receive keyboard events and translate them to input text. + bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; + bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; + [view addSubview:bd->KeyEventResponder]; + ImGui_ImplOSX_AddTrackingArea(view); + + platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + { + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (data->WantVisible) + { + [bd->InputContext activate]; + } + else + { + [bd->InputContext discardMarkedText]; + [bd->InputContext invalidateCharacterCoordinates]; + [bd->InputContext deactivate]; + } + [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; + }; + + return true; +} + +void ImGui_ImplOSX_Shutdown() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + + [[NSNotificationCenter defaultCenter] removeObserver:bd->Observer]; + bd->Observer = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGui_ImplOSX_ShutdownMultiViewportSupport(); + ImGui_ImplOSX_DestroyBackendData(); + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports); +} + +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!bd->MouseCursorHidden) + { + bd->MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; + // -[NSCursor set] generates measureable overhead if called unconditionally. + if (desired != NSCursor.currentCursor) + { + [desired set]; + } + if (bd->MouseCursorHidden) + { + bd->MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + +static void ImGui_ImplOSX_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + +#if APPLE_HAS_CONTROLLER + GCController* controller = GCController.current; +#else + GCController* controller = GCController.controllers.firstObject; +#endif + if (controller == nil || controller.extendedGamepad == nil) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + GCExtendedGamepad* gp = controller.extendedGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); } + #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const float thumb_dead_zone = 0.0f; + +#if APPLE_HAS_BUTTON_OPTIONS + MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); +#endif + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down); + MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f); +#if APPLE_HAS_THUMBSTICKS + MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton); + MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton); +#endif + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; +} + +static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.WantTextInput) + [bd->KeyEventResponder updateImePosWithView:view]; +} + +void ImGui_ImplOSX_NewFrame(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size + if (view) + { + const float dpi = (float)[view.window backingScaleFactor]; + io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); + io.DisplayFramebufferScale = ImVec2(dpi, dpi); + } + + // Setup time step + if (bd->Time == 0.0) + bd->Time = GetMachAbsoluteTimeInSeconds(); + + double current_time = GetMachAbsoluteTimeInSeconds(); + io.DeltaTime = (float)(current_time - bd->Time); + bd->Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); + ImGui_ImplOSX_UpdateGamepads(); + ImGui_ImplOSX_UpdateImePosWithView(view); +} + +// Must only be called for a mouse event, otherwise an exception occurs +// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!) +static ImGuiMouseSource GetMouseSource(NSEvent* event) +{ + switch (event.subtype) + { + case NSEventSubtypeTabletPoint: + return ImGuiMouseSource_Pen; + // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input. + // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only. + // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice. + // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24 + //case NSEventSubtypeTouch: + // return ImGuiMouseSource_TouchScreen; + case NSEventSubtypeMouseEvent: + default: + return ImGuiMouseSource_Mouse; + } +} + +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + + if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, true); + } + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, false); + } + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) + { + NSPoint mousePoint; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + mousePoint = NSEvent.mouseLocation; + mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display. + } + else + { + mousePoint = event.locationInWindow; + if (event.window == nil) + mousePoint = [[view window] convertPointFromScreen:mousePoint]; + mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + } + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeScrollWheel) + { + // Ignore canceled events. + // + // From macOS 12.1, scrolling with two fingers and then decelerating + // by tapping two fingers results in two events appearing: + // + // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps + // two fingers to decelerate or stop the scroll events. + // + // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the + // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and + // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view, + // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here. + if (event.phase == NSEventPhaseCancelled) + return false; + + double wheel_dx = 0.0; + double wheel_dy = 0.0; + + #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + { + wheel_dx = [event scrollingDeltaX]; + wheel_dy = [event scrollingDeltaY]; + if ([event hasPreciseScrollingDeltas]) + { + wheel_dx *= 0.01; + wheel_dy *= 0.01; + } + } + else + #endif // MAC_OS_X_VERSION_MAX_ALLOWED + { + wheel_dx = [event deltaX] * 0.1; + wheel_dy = [event deltaY] * 0.1; + } + if (wheel_dx != 0.0 || wheel_dy != 0.0) + io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy); + + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp) + { + if ([event isARepeat]) + return io.WantCaptureKeyboard; + + int key_code = (int)[event keyCode]; + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + io.AddKeyEvent(key, event.type == NSEventTypeKeyDown); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + + return io.WantCaptureKeyboard; + } + + if (event.type == NSEventTypeFlagsChanged) + { + unsigned short key_code = [event keyCode]; + NSEventModifierFlags modifier_flags = [event modifierFlags]; + + io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0); + io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0); + io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0); + + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + if (key != ImGuiKey_None) + { + // macOS does not generate down/up event for modifiers. We're trying + // to use hardware dependent masks to extract that information. + // 'imgui_mask' is left as a fallback. + NSEventModifierFlags mask = 0; + switch (key) + { + case ImGuiKey_LeftCtrl: mask = 0x0001; break; + case ImGuiKey_RightCtrl: mask = 0x2000; break; + case ImGuiKey_LeftShift: mask = 0x0002; break; + case ImGuiKey_RightShift: mask = 0x0004; break; + case ImGuiKey_LeftSuper: mask = 0x0008; break; + case ImGuiKey_RightSuper: mask = 0x0010; break; + case ImGuiKey_LeftAlt: mask = 0x0020; break; + case ImGuiKey_RightAlt: mask = 0x0040; break; + default: + return io.WantCaptureKeyboard; + } + + NSEventModifierFlags modifier_flags = [event modifierFlags]; + io.AddKeyEvent(key, (modifier_flags & mask) != 0); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + } + + return io.WantCaptureKeyboard; + } + + return false; +} + +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) +{ + // If we want to receive key events, we either need to be in the responder chain of the key view, + // or else we can install a local monitor. The consequence of this heavy-handed approach is that + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream. + // To match the behavior of other backends, we pass every event down to the OS. + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (bd->Monitor) + return; + NSEventMask eventMask = 0; + eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel; + eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged; + eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged; + eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged; + eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask + handler:^NSEvent* _Nullable(NSEvent* event) + { + ImGui_ImplOSX_HandleEvent(event, view); + return event; + }]; +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataOSX +{ + NSWindow* Window; + bool WindowOwned; + + ImGuiViewportDataOSX() { WindowOwned = false; } + ~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); } +}; + +@interface ImGui_ImplOSX_Window: NSWindow +@end + +@implementation ImGui_ImplOSX_Window + +- (BOOL)canBecomeKeyWindow +{ + return YES; +} + +@end + +static void ConvertNSRect(NSRect* r) +{ + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height; +} + +static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + viewport->PlatformUserData = data; + + NSScreen* screen = bd->Window.screen; + NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y); + ConvertNSRect(&rect); + + NSWindowStyleMask styleMask = 0; + if (viewport->Flags & ImGuiViewportFlags_NoDecoration) + styleMask |= NSWindowStyleMaskBorderless; + else + styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable; + + NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect + styleMask:styleMask + backing:NSBackingStoreBuffered + defer:YES + screen:screen]; + if (viewport->Flags & ImGuiViewportFlags_TopMost) + [window setLevel:NSFloatingWindowLevel]; + + window.title = @"Untitled"; + window.opaque = YES; + + KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect]; + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15) + [view setWantsBestResolutionOpenGLSurface:YES]; + + window.contentView = view; + + data->Window = window; + data->WindowOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window; +} + +static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport) +{ + NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw; + window = nil; + + if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData) + { + NSWindow* window = data->Window; + if (window != nil && data->WindowOwned) + { + window.contentView = nil; + window.contentViewController = nil; + [window orderOut:nil]; + } + data->Window = nil; + IM_DELETE(data); + } + viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr; +} + +static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + [data->Window orderFront:nil]; + else + [data->Window makeKeyAndOrderFront:nil]; + + [data->Window setIsVisible:YES]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height); +} + +static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.frame.size; + + NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height); + ConvertNSRect(&r); + [window setFrameOrigin:r.origin]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.contentLayoutRect.size; + return ImVec2(size.width, size.height); +} + +static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect rect = window.frame; + rect.origin.y -= (size.y - rect.size.height); + rect.size.width = size.x; + rect.size.height = size.y; + [window setFrame:rect display:YES]; +} + +static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + [data->Window makeKeyAndOrderFront:bd->Window]; +} + +static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isKeyWindow; +} + +static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isMiniaturized; +} + +static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + data->Window.title = [NSString stringWithUTF8String:title]; +} + +static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + + data->Window.alphaValue = alpha; +} + +static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.backingScaleFactor; +} + +static void ImGui_ImplOSX_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + + for (NSScreen* screen in NSScreen.screens) + { + NSRect frame = screen.frame; + NSRect visibleFrame = screen.visibleFrame; + ConvertNSRect(&frame); + ConvertNSRect(&visibleFrame); + + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y); + imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height); + imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y); + imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height); + imgui_monitor.DpiScale = screen.backingScaleFactor; + imgui_monitor.PlatformHandle = (__bridge_retained void*)screen; + + platform_io.Monitors.push_back(imgui_monitor); + } +} + +static void ImGui_ImplOSX_InitMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + data->Window = bd->Window; + data->WindowOwned = false; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = (__bridge void*)bd->Window; + + [NSNotificationCenter.defaultCenter addObserver:bd->Observer + selector:@selector(displaysDidChange:) + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; +} + +static void ImGui_ImplOSX_ShutdownMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + [NSNotificationCenter.defaultCenter removeObserver:bd->Observer + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; + bd->Observer = nullptr; + bd->Window = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData; + IM_DELETE(data); + main_viewport->PlatformUserData = nullptr; + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl.cpp new file mode 100644 index 0000000..45d2a9d --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl.cpp @@ -0,0 +1,940 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_sdl.h" + +// SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include +#if defined(__APPLE__) +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#if !SDL_HAS_VULKAN +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + bool UseVulkan; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownPlatformInterface(); + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_MOUSEWHEEL: + { + float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f; + float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f; + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_WINDOWEVENT: + { + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; + bd->PendingMouseLeaveFrame = 0; + } + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) + { + if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) +#ifndef __APPLE__ + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Window = window; + bd->Renderer = renderer; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + io.ClipboardUserData = NULL; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)window; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + { +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } + + // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // Update monitors + ImGui_ImplSDL2_UpdateMonitors(); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) + ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + if (!ImGui_ImplSDL2_Init(window, NULL, NULL)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, NULL, NULL); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, NULL, NULL); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer, NULL); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL2_ShutdownPlatformInterface(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window))); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int mouse_x, mouse_y, window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) + if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Get gamepad + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } + #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + SDL_GetDisplayUsableBounds(n, &r); + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#endif +#if SDL_HAS_PER_MONITOR_DPI + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) + monitor.DpiScale = dpi / 96.0f; +#endif + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != NULL) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->PendingMouseLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != NULL); + SDL_GLContext backup_context = NULL; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)vd->Window; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(_WIN32) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = NULL; + vd->Window = NULL; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = vd->Window; +} + +static void ImGui_ImplSDL2_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl.h new file mode 100644 index 0000000..9275541 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl.h @@ -0,0 +1,38 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Window; +struct SDL_Renderer; +typedef union SDL_Event SDL_Event; + +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter +#endif diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl2.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl2.cpp new file mode 100644 index 0000000..f3a31c5 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl2.cpp @@ -0,0 +1,1234 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. +// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). +// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. +// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). +// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) +// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) +// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl2.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include +#ifdef __APPLE__ +#include +#endif +#ifdef __EMSCRIPTEN__ +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) +#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14) +#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18) +#if SDL_HAS_VULKAN +#include +#else +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + bool UseVulkan; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MouseLastLeaveFrame; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL2_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) +{ + SDL_SetClipboardText(text); +} + +// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). +static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + } +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + //case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + //case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + //case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + //case SDLK_EQUALS: return ImGuiKey_Equal; + //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + //case SDLK_BACKSLASH: return ImGuiKey_Backslash; + //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); +} + +static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) +{ + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) + return false; + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_MOUSEWHEEL: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr) + return false; + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); +#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! + float wheel_x = -event->wheel.preciseX; + float wheel_y = event->wheel.preciseY; +#else + float wheel_x = -(float)event->wheel.x; + float wheel_y = (float)event->wheel.y; +#endif +#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) + wheel_x /= 100.0f; +#endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr) + return false; + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr) + return false; + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr) + return false; + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n", + // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_WINDOWEVENT: + { + ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; + bd->MouseLastLeaveFrame = 0; + } + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + else if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + else if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + else if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + case SDL_CONTROLLERDEVICEADDED: + case SDL_CONTROLLERDEVICEREMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } + } + return false; +} + +#ifdef __EMSCRIPTEN__ +EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl2"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); + bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. + bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + platform_io.Platform_ClipboardUserData = nullptr; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; +#elif SDL_HAS_OPEN_URL + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; +#endif + + // Update monitor a first time during init + ImGui_ImplSDL2_UpdateMonitors(); + + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; + main_viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // From 2.0.18: Enable native IME. + // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. + // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) +#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); +#endif + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +static void ImGui_ImplSDL2_CloseGamepads(); + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + ImGui_ImplSDL2_CloseGamepads(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture. + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE); + + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int mouse_x, mouse_y, window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->MouseLastCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->MouseLastCursor = expected_cursor; + } + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_CloseGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + for (SDL_GameController* gamepad : bd->Gamepads) + SDL_GameControllerClose(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_CloseGamepads(); + if (mode == ImGui_ImplSDL2_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) +{ + bool merged_value = false; + for (SDL_GameController* gamepad : bd->Gamepads) + merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_GameController* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // Update list of controller(s) to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + { + ImGui_ImplSDL2_CloseGamepads(); + int joystick_count = SDL_NumJoysticks(); + for (int n = 0; n < joystick_count; n++) + if (SDL_IsGameController(n)) + if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (bd->Gamepads.Size == 0) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); +} + +// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + if (SDL_GetDisplayUsableBounds(n, &r) == 0 && r.w > 0 && r.h > 0) + { + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + } +#endif +#if SDL_HAS_PER_MONITOR_DPI + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr)) + { + if (dpi <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = dpi / 96.0f; + } +#endif + monitor.PlatformHandle = (void*)(intptr_t)n; + platform_io.Monitors.push_back(monitor); + } +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != nullptr) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); +#if SDL_HAS_VULKAN + else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN) + SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h); +#endif + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Update monitors + ImGui_ImplSDL2_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->MouseLastLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window); + viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + +#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT + SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0"); +#elif defined(_WIN32) + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl2.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl2.h new file mode 100644 index 0000000..008794c --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl2.h @@ -0,0 +1,50 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +struct _SDL_GameController; +typedef union SDL_Event SDL_Event; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl3.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl3.cpp new file mode 100644 index 0000000..88f6e74 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl3.cpp @@ -0,0 +1,1185 @@ +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. +// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973) +// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807) +// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801) +// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) +// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762). +// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea(). +// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures. +// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents. +// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames. +// 2024-05-15: Update for SDL3 api changes: SDLK_ renames. +// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME. +// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode(). +// 2023-11-13: Updated for recent SDL3 API changes. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl3.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +#include +#if defined(__APPLE__) +#include +#endif +#ifdef _WIN32 +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#endif + +#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif + +// FIXME-LEGACY: remove when SDL 3.1.3 preview is released. +#ifndef SDLK_APOSTROPHE +#define SDLK_APOSTROPHE SDLK_QUOTE +#endif +#ifndef SDLK_GRAVE +#define SDLK_GRAVE SDLK_BACKQUOTE +#endif + +// SDL Data +struct ImGui_ImplSDL3_Data +{ + SDL_Window* Window; + SDL_WindowID WindowID; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + bool UseVulkan; + + // IME handling + SDL_Window* ImeWindow; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MousePendingLeaveFrame; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL3_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; + + ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL3_UpdateMonitors(); +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + +// Functions +static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + const char* sdl_clipboard_text = SDL_GetClipboardText(); + bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr; + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + SDL_Window* window = SDL_GetWindowFromID(window_id); + if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr) + { + SDL_StopTextInput(bd->ImeWindow); + bd->ImeWindow = nullptr; + } + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputArea(window, &r, 0); + SDL_StartTextInput(window); + bd->ImeWindow = window; + } +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) +{ + // Keypad doesn't have individual key values in SDL3 + switch (scancode) + { + case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0; + case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1; + case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2; + case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3; + case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4; + case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5; + case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6; + case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7; + case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8; + case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9; + case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual; + default: break; + } + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + //case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + //case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + //case SDLK_EQUALS: return ImGuiKey_Equal; + //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + //case SDLK_BACKSLASH: return ImGuiKey_Backslash; + //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + //case SDLK_GRAVE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_A: return ImGuiKey_A; + case SDLK_B: return ImGuiKey_B; + case SDLK_C: return ImGuiKey_C; + case SDLK_D: return ImGuiKey_D; + case SDLK_E: return ImGuiKey_E; + case SDLK_F: return ImGuiKey_F; + case SDLK_G: return ImGuiKey_G; + case SDLK_H: return ImGuiKey_H; + case SDLK_I: return ImGuiKey_I; + case SDLK_J: return ImGuiKey_J; + case SDLK_K: return ImGuiKey_K; + case SDLK_L: return ImGuiKey_L; + case SDLK_M: return ImGuiKey_M; + case SDLK_N: return ImGuiKey_N; + case SDLK_O: return ImGuiKey_O; + case SDLK_P: return ImGuiKey_P; + case SDLK_Q: return ImGuiKey_Q; + case SDLK_R: return ImGuiKey_R; + case SDLK_S: return ImGuiKey_S; + case SDLK_T: return ImGuiKey_T; + case SDLK_U: return ImGuiKey_U; + case SDLK_V: return ImGuiKey_V; + case SDLK_W: return ImGuiKey_W; + case SDLK_X: return ImGuiKey_X; + case SDLK_Y: return ImGuiKey_Y; + case SDLK_Z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); +} + +static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) +{ + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (event->type) + { + case SDL_EVENT_MOUSE_MOTION: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) + return false; + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_EVENT_MOUSE_WHEEL: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr) + return false; + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); + float wheel_x = -event->wheel.x; + float wheel_y = event->wheel.y; + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: + case SDL_EVENT_MOUSE_BUTTON_UP: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr) + return false; + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)); + bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_EVENT_TEXT_INPUT: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr) + return false; + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_EVENT_KEY_DOWN: + case SDL_EVENT_KEY_UP: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr) + return false; + ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); + //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n", + // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod); + ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); + io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_EVENT_WINDOW_MOUSE_ENTER: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; + bd->MouseWindowID = event->window.windowID; + bd->MousePendingLeaveFrame = 0; + return true; + } + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + // FIXME: Unconfirmed whether this is still needed with SDL3. + case SDL_EVENT_WINDOW_MOUSE_LEAVE: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; + bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; + return true; + } + case SDL_EVENT_WINDOW_FOCUS_GAINED: + case SDL_EVENT_WINDOW_FOCUS_LOST: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; + io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); + return true; + } + case SDL_EVENT_WINDOW_CLOSE_REQUESTED: + case SDL_EVENT_WINDOW_MOVED: + case SDL_EVENT_WINDOW_RESIZED: + { + ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) + viewport->PlatformRequestClose = true; + if (event->type == SDL_EVENT_WINDOW_MOVED) + viewport->PlatformRequestMove = true; + if (event->type == SDL_EVENT_WINDOW_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + case SDL_EVENT_GAMEPAD_ADDED: + case SDL_EVENT_GAMEPAD_REMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } + } + return false; +} + +static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) +{ + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window); + viewport->PlatformHandleRaw = nullptr; +#if defined(_WIN32) && !defined(__WINRT__) + viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr); +#endif +} + +static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + IM_UNUSED(sdl_gl_context); // Unused in this branch + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl3"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); + bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. + bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; + + // Update monitor a first time during init + ImGui_ImplSDL3_UpdateMonitors(); + + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window); + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); + + // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659 + SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0"); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context); + + return true; +} + +// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface. +bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) +{ + if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL3_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +static void ImGui_ImplSDL3_CloseGamepads(); + +void ImGui_ImplSDL3_Shutdown() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_DestroyCursor(bd->MouseCursors[cursor_n]); + ImGui_ImplSDL3_CloseGamepads(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL3_UpdateMouseData() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture. + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture); + + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); + } + + // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) + const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + float mouse_x, mouse_y; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL3_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_HideCursor(); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->MouseLastCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->MouseLastCursor = expected_cursor; + } + SDL_ShowCursor(); + } +} + +static void ImGui_ImplSDL3_CloseGamepads() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + for (SDL_Gamepad* gamepad : bd->Gamepads) + SDL_CloseGamepad(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_CloseGamepads(); + if (mode == ImGui_ImplSDL3_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no) +{ + bool merged_value = false; + for (SDL_Gamepad* gamepad : bd->Gamepads) + merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_Gamepad* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + +static void ImGui_ImplSDL3_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + // Update list of gamepads to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + { + ImGui_ImplSDL3_CloseGamepads(); + int sdl_gamepads_count = 0; + SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count); + for (int n = 0; n < sdl_gamepads_count; n++) + if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + SDL_free(sdl_gamepads); + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (bd->Gamepads.Size == 0) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value. + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); +} + +static void ImGui_ImplSDL3_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + int display_count; + SDL_DisplayID* displays = SDL_GetDisplays(&display_count); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + SDL_DisplayID display_id = displays[n]; + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(display_id, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0) + { + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + } + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + monitor.DpiScale = SDL_GetDisplayContentScale(display_id); + monitor.PlatformHandle = (void*)(intptr_t)n; + if (monitor.DpiScale <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + platform_io.Monitors.push_back(monitor); + } + SDL_free(displays); +} + +void ImGui_ImplSDL3_NewFrame() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Update monitors + ImGui_ImplSDL3_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->MousePendingLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL3_UpdateMouseData(); + ImGui_ImplSDL3_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL3_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL3_ViewportData +{ + SDL_Window* Window; + SDL_Window* ParentWindow; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + { + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + return SDL_GetWindowFromID(window_id); + } + return nullptr; +} + +static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + viewport->PlatformUserData = vd; + + vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId); + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + SDL_WindowFlags sdl_flags = 0; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window); +} + +static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DestroyContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Show icon in task bar (#7989) + // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows. + if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style |= WS_EX_APPWINDOW; + ex_style &= ~WS_EX_TOOLWINDOW; + ::ShowWindow(hwnd, SW_HIDE); + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + + SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1"); + SDL_ShowWindow(vd->Window); +} + +static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + + // Update SDL3 parent if it changed _after_ creation. + // This is for advanced apps that are manipulating ParentViewportID manually. + SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->ParentWindow) + { + vd->ParentWindow = new_parent; + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + } +} + +static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} + +static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#include +static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} + +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow; + platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers; + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha; + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface; + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = (SDL_GLContext)sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl3.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl3.h new file mode 100644 index 0000000..064e1f0 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdl3.h @@ -0,0 +1,50 @@ +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +struct SDL_Gamepad; +typedef union SDL_Event SDL_Event; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3.cpp new file mode 100644 index 0000000..0fe7ac9 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3.cpp @@ -0,0 +1,617 @@ +// dear imgui: Renderer Backend for SDL_GPU +// This needs to be used along with the SDL3 Platform Backend + +// Implemented features: +// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +// CHANGELOG +// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device. +// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlgpu3.h" +#include "imgui_impl_sdlgpu3_shaders.h" + +// SDL_GPU Data + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() +struct ImGui_ImplSDLGPU3_FrameData +{ + SDL_GPUBuffer* VertexBuffer = nullptr; + SDL_GPUBuffer* IndexBuffer = nullptr; + uint32_t VertexBufferSize = 0; + uint32_t IndexBufferSize = 0; +}; + +struct ImGui_ImplSDLGPU3_Data +{ + ImGui_ImplSDLGPU3_InitInfo InitInfo; + + // Graphics pipeline & shaders + SDL_GPUShader* VertexShader = nullptr; + SDL_GPUShader* FragmentShader = nullptr; + SDL_GPUGraphicsPipeline* Pipeline = nullptr; + + // Font data + SDL_GPUSampler* FontSampler = nullptr; + SDL_GPUTexture* FontTexture = nullptr; + SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr }; + + // Frame data for main window + ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; +}; + +// Forward Declarations +static void ImGui_ImplSDLGPU3_DestroyFrameData(); + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support has never been tested. +static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) +{ + //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + + // Bind graphics pipeline + SDL_BindGPUGraphicsPipeline(render_pass,pipeline); + + // Bind Vertex And Index Buffers + if (draw_data->TotalVtxCount > 0) + { + SDL_GPUBufferBinding vertex_buffer_binding = {}; + vertex_buffer_binding.buffer = fd->VertexBuffer; + vertex_buffer_binding.offset = 0; + SDL_GPUBufferBinding index_buffer_binding = {}; + index_buffer_binding.buffer = fd->IndexBuffer; + index_buffer_binding.offset = 0; + SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1); + SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT); + } + + // Setup viewport + SDL_GPUViewport viewport = {}; + viewport.x = 0; + viewport.y = 0; + viewport.w = (float)fb_width; + viewport.h = (float)fb_height; + viewport.min_depth = 0.0f; + viewport.max_depth = 1.0f; + SDL_SetGPUViewport(render_pass, &viewport); + + // Setup scale and translation + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + struct UBO { float scale[2]; float translation[2]; } ubo; + ubo.scale[0] = 2.0f / draw_data->DisplaySize.x; + ubo.scale[1] = 2.0f / draw_data->DisplaySize.y; + ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0]; + ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1]; + SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO)); +} + +static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + // Even though this is fairly rarely called. + SDL_WaitForGPUIdle(v->Device); + SDL_ReleaseGPUBuffer(v->Device, *buffer); + + SDL_GPUBufferCreateInfo buffer_info = {}; + buffer_info.usage = usage; + buffer_info.size = new_size; + buffer_info.props = 0; + *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info); + *old_size = new_size; + IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information"); +} + +// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound! +// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example), +// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering. +void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0) + return; + + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + + uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); + uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); + if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); + if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) + CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX); + + // FIXME: It feels like more code could be shared there. + SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {}; + vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + vertex_transferbuffer_info.size = vertex_size; + SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {}; + index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + index_transferbuffer_info.size = index_size; + + SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info); + IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information"); + SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info); + IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information"); + + ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true); + ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer); + SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer); + + SDL_GPUTransferBufferLocation vertex_buffer_location = {}; + vertex_buffer_location.offset = 0; + vertex_buffer_location.transfer_buffer = vertex_transferbuffer; + SDL_GPUTransferBufferLocation index_buffer_location = {}; + index_buffer_location.offset = 0; + index_buffer_location.transfer_buffer = index_transferbuffer; + + SDL_GPUBufferRegion vertex_buffer_region = {}; + vertex_buffer_region.buffer = fd->VertexBuffer; + vertex_buffer_region.offset = 0; + vertex_buffer_region.size = vertex_size; + + SDL_GPUBufferRegion index_buffer_region = {}; + index_buffer_region.buffer = fd->IndexBuffer; + index_buffer_region.offset = 0; + index_buffer_region.size = index_size; + + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer); + SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true); + SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true); + SDL_EndGPUCopyPass(copy_pass); + SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer); +} + +void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + + if (pipeline == nullptr) + pipeline = bd->Pipeline; + + ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + SDL_Rect scissor_rect = {}; + scissor_rect.x = (int)clip_min.x; + scissor_rect.y = (int)clip_min.y; + scissor_rect.w = (int)(clip_max.x - clip_min.x); + scissor_rect.h = (int)(clip_max.y - clip_min.y); + SDL_SetGPUScissor(render_pass,&scissor_rect); + + // Bind DescriptorSet with font or user texture + SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1); + + // Draw + SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called. + // Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + SDL_Rect scissor_rect { 0, 0, fb_width, fb_height }; + SDL_SetGPUScissor(render_pass, &scissor_rect); +} + +void ImGui_ImplSDLGPU3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + // Destroy existing texture (if any) + if (bd->FontTexture) + { + SDL_WaitForGPUIdle(v->Device); + ImGui_ImplSDLGPU3_DestroyFontsTexture(); + } + + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + uint32_t upload_size = width * height * 4 * sizeof(char); + + // Create the Image: + { + SDL_GPUTextureCreateInfo texture_info = {}; + texture_info.type = SDL_GPU_TEXTURETYPE_2D; + texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; + texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; + texture_info.width = width; + texture_info.height = height; + texture_info.layer_count_or_depth = 1; + texture_info.num_levels = 1; + texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; + + bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info); + IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info"); + } + + // Assign the texture to the TextureSamplerBinding + bd->FontBinding.texture = bd->FontTexture; + + // Create all the upload structures and upload: + { + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = upload_size; + + SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); + + void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false); + memcpy(texture_ptr, pixels, upload_size); + SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer); + + SDL_GPUTextureTransferInfo transfer_info = {}; + transfer_info.offset = 0; + transfer_info.transfer_buffer = transferbuffer; + + SDL_GPUTextureRegion texture_region = {}; + texture_region.texture = bd->FontTexture; + texture_region.w = width; + texture_region.h = height; + texture_region.d = 1; + + SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); + SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); + SDL_EndGPUCopyPass(copy_pass); + SDL_SubmitGPUCommandBuffer(cmd); + SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)&bd->FontBinding); +} + +// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown(). +void ImGui_ImplSDLGPU3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + if (bd->FontTexture) + { + SDL_ReleaseGPUTexture(v->Device, bd->FontTexture); + bd->FontBinding.texture = nullptr; + bd->FontTexture = nullptr; + } + io.Fonts->SetTexID(0); +} + +static void Imgui_ImplSDLGPU3_CreateShaders() +{ + // Create the shader modules + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + const char* driver = SDL_GetGPUDeviceDriver(v->Device); + + SDL_GPUShaderCreateInfo vertex_shader_info = {}; + vertex_shader_info.entrypoint = "main"; + vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX; + vertex_shader_info.num_uniform_buffers = 1; + vertex_shader_info.num_storage_buffers = 0; + vertex_shader_info.num_storage_textures = 0; + vertex_shader_info.num_samplers = 0; + + SDL_GPUShaderCreateInfo fragment_shader_info = {}; + fragment_shader_info.entrypoint = "main"; + fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; + fragment_shader_info.num_samplers = 1; + fragment_shader_info.num_storage_buffers = 0; + fragment_shader_info.num_storage_textures = 0; + fragment_shader_info.num_uniform_buffers = 0; + + if (strcmp(driver, "vulkan") == 0) + { + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; + vertex_shader_info.code = spirv_vertex; + vertex_shader_info.code_size = sizeof(spirv_vertex); + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; + fragment_shader_info.code = spirv_fragment; + fragment_shader_info.code_size = sizeof(spirv_fragment); + } + else if (strcmp(driver, "direct3d12") == 0) + { + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; + vertex_shader_info.code = dxbc_vertex; + vertex_shader_info.code_size = sizeof(dxbc_vertex); + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; + fragment_shader_info.code = dxbc_fragment; + fragment_shader_info.code_size = sizeof(dxbc_fragment); + } +#ifdef __APPLE__ + else + { + vertex_shader_info.entrypoint = "main0"; + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; + vertex_shader_info.code = metallib_vertex; + vertex_shader_info.code_size = sizeof(metallib_vertex); + fragment_shader_info.entrypoint = "main0"; + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; + fragment_shader_info.code = metallib_fragment; + fragment_shader_info.code_size = sizeof(metallib_fragment); + } +#endif + bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); + bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info); + IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information"); + IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information"); +} + +static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + Imgui_ImplSDLGPU3_CreateShaders(); + + SDL_GPUVertexBufferDescription vertex_buffer_desc[1]; + vertex_buffer_desc[0].slot = 0; + vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX; + vertex_buffer_desc[0].instance_step_rate = 0; + vertex_buffer_desc[0].pitch = sizeof(ImDrawVert); + + SDL_GPUVertexAttribute vertex_attributes[3]; + vertex_attributes[0].buffer_slot = 0; + vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + vertex_attributes[0].location = 0; + vertex_attributes[0].offset = offsetof(ImDrawVert,pos); + + vertex_attributes[1].buffer_slot = 0; + vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + vertex_attributes[1].location = 1; + vertex_attributes[1].offset = offsetof(ImDrawVert, uv); + + vertex_attributes[2].buffer_slot = 0; + vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM; + vertex_attributes[2].location = 2; + vertex_attributes[2].offset = offsetof(ImDrawVert, col); + + SDL_GPUVertexInputState vertex_input_state = {}; + vertex_input_state.num_vertex_attributes = 3; + vertex_input_state.vertex_attributes = vertex_attributes; + vertex_input_state.num_vertex_buffers = 1; + vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc; + + SDL_GPURasterizerState rasterizer_state = {}; + rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL; + rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE; + rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE; + rasterizer_state.enable_depth_bias = false; + rasterizer_state.enable_depth_clip = false; + + SDL_GPUMultisampleState multisample_state = {}; + multisample_state.sample_count = v->MSAASamples; + multisample_state.enable_mask = false; + + SDL_GPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.enable_depth_test = false; + depth_stencil_state.enable_depth_write = false; + depth_stencil_state.enable_stencil_test = false; + + SDL_GPUColorTargetBlendState blend_state = {}; + blend_state.enable_blend = true; + blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA; + blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD; + blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE; + blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD; + blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A; + + SDL_GPUColorTargetDescription color_target_desc[1]; + color_target_desc[0].format = v->ColorTargetFormat; + color_target_desc[0].blend_state = blend_state; + + SDL_GPUGraphicsPipelineTargetInfo target_info = {}; + target_info.num_color_targets = 1; + target_info.color_target_descriptions = color_target_desc; + target_info.has_depth_stencil_target = false; + + SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {}; + pipeline_info.vertex_shader = bd->VertexShader; + pipeline_info.fragment_shader = bd->FragmentShader; + pipeline_info.vertex_input_state = vertex_input_state; + pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; + pipeline_info.rasterizer_state = rasterizer_state; + pipeline_info.multisample_state = multisample_state; + pipeline_info.depth_stencil_state = depth_stencil_state; + pipeline_info.target_info = target_info; + + bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info); + IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information"); +} + +void ImGui_ImplSDLGPU3_CreateDeviceObjects() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + if (!bd->FontSampler) + { + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + SDL_GPUSamplerCreateInfo sampler_info = {}; + sampler_info.min_filter = SDL_GPU_FILTER_LINEAR; + sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR; + sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; + sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.mip_lod_bias = 0.0f; + sampler_info.min_lod = -1000.0f; + sampler_info.max_lod = 1000.0f; + sampler_info.enable_anisotropy = false; + sampler_info.max_anisotropy = 1.0f; + sampler_info.enable_compare = false; + + bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); + bd->FontBinding.sampler = bd->FontSampler; + IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); + } + + ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); + ImGui_ImplSDLGPU3_CreateFontsTexture(); +} + +void ImGui_ImplSDLGPU3_DestroyFrameData() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer); + SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer); + bd->MainWindowFrameData.VertexBuffer = nullptr; + bd->MainWindowFrameData.IndexBuffer = nullptr; + bd->MainWindowFrameData.VertexBufferSize = 0; + bd->MainWindowFrameData.IndexBufferSize = 0; +} + +void ImGui_ImplSDLGPU3_DestroyDeviceObjects() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_DestroyFrameData(); + ImGui_ImplSDLGPU3_DestroyFontsTexture(); + + if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;} + if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;} + if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;} + if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;} +} + +bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlgpu3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + IM_ASSERT(info->Device != nullptr); + IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); + + bd->InitInfo = *info; + + ImGui_ImplSDLGPU3_CreateDeviceObjects(); + + return true; +} + +void ImGui_ImplSDLGPU3_Shutdown() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +void ImGui_ImplSDLGPU3_NewFrame() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLGPU3_CreateFontsTexture(); +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3.h new file mode 100644 index 0000000..f46ba25 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3.h @@ -0,0 +1,51 @@ +// dear imgui: Renderer Backend for SDL_GPU +// This needs to be used along with the SDL3 Platform Backend + +// Implemented features: +// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include + +// Initialization data, for ImGui_ImplSDLGPU_Init() +// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value +struct ImGui_ImplSDLGPU3_InitInfo +{ + SDL_GPUDevice* Device = nullptr; + SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID; + SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1; +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame(); +IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); + +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3_shaders.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3_shaders.h new file mode 100644 index 0000000..f792aa6 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlgpu3_shaders.h @@ -0,0 +1,372 @@ +#pragma once +#ifndef IMGUI_DISABLE +#include + +// Data exported using +// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h +// With some manual pasting. + +// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them +const uint8_t spirv_vertex[1732] = { + 3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109, + 97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101, + 95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0, + 0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114, + 0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28, + 0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108, + 95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0, + 0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0, + 0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0, + 0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35, + 0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6, + 0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0, + 0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0, + 4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25, + 0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0, + 59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4, + 0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248, + 0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0, + 0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0, + 39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42, + 0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0, + 0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0, + 13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0, +}; +const uint8_t spirv_fragment[844] = { + 3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97, + 105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100, + 105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5, + 0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5, + 0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0, + 0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23, + 0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0, + 14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0, + 0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65, + 0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0, + 0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0, +}; + +const uint8_t dxbc_vertex[1064] = { + 68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0, + 0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, + 0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0, + 0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97, + 108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114, + 111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0, + 0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83, + 71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0, + 0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0, + 0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2, + 0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0, + 26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +const uint8_t dxbc_fragment[744] = { + 68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2, + 0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0, + 0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115, + 84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78, + 68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0, + 0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48, + 0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0, + 0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30, + 16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; + +#ifdef __APPLE__ +#include +#if TARGET_OS_MAC +const uint8_t metallib_vertex[3892] = { + 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32, + 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100, + 26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84, + 69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23, + 11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73, + 6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136, + 32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32, + 36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34, + 8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218, + 192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29, + 202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135, + 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160, + 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161, + 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104, + 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8, + 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72, + 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116, + 208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116, + 160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32, + 7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6, + 246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208, + 6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112, + 32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17, + 76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136, + 67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204, + 120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194, + 97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120, + 135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129, + 29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104, + 7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225, + 29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1, + 30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152, + 129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59, + 212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224, + 14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120, + 7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119, + 248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152, + 6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104, + 97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120, + 95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109, + 97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109, + 112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54, + 56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115, + 116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101, + 97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97, + 116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112, + 111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105, + 110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100, + 97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115, + 108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104, + 67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130, + 144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51, + 12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160, + 194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114, + 176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129, + 27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179, + 185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92, + 216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206, + 197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193, + 29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156, + 195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80, + 15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37, + 64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89, + 0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105, + 110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228, + 66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89, + 48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148, + 240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0, + 1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54, + 52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0, +}; +const uint8_t metallib_fragment[3787] = { + 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0, + 224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191, + 155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68, + 84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33, + 12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112, + 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33, + 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140, + 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111, + 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28, + 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225, + 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104, + 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121, + 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232, + 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113, + 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192, + 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144, + 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192, + 135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7, + 118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230, + 96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208, + 6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16, + 7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160, + 7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42, + 160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69, + 80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12, + 230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122, + 112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60, + 188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121, + 152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67, + 57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238, + 0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80, + 36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195, + 59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210, + 65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88, + 135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225, + 23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16, + 14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121, + 32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71, + 6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114, + 97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114, + 46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114, + 101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101, + 114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100, + 101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109, + 112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114, + 46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110, + 116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108, + 111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110, + 100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114, + 46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208, + 20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164, + 193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27, + 64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3, + 33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128, + 130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15, + 114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54, + 184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122, + 88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231, + 80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32, + 28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148, + 67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0, + 97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114, + 45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88, + 135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37, + 0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0, + 0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3, + 148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97, + 112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +#elif TARGET_OS_IPHONE +const uint8_t metallib_vertex[3876] = { + 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16, + 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111, + 77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68, + 84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192, + 23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200, + 4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70, + 136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92, + 32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12, + 34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28, + 218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128, + 29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135, + 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160, + 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161, + 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104, + 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8, + 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72, + 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14, + 113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122, + 96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64, + 7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15, + 121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114, + 80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109, + 224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9, + 38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195, + 140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112, + 7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137, + 59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95, + 8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144, + 67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24, + 135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24, + 81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33, + 29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236, + 192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180, + 113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48, + 35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135, + 119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135, + 119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139, + 210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122, + 101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116, + 97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120, + 116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115, + 65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97, + 108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104, + 95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101, + 114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46, + 97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105, + 111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97, + 80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97, + 100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97, + 105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116, + 97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195, + 160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40, + 51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1, + 27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176, + 65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224, + 6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148, + 164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182, + 48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177, + 43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230, + 33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56, + 180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244, + 128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212, + 115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110, + 105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97, + 105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134, + 192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194, + 6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0, + 0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0, + 0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112, + 108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0, +}; +const uint8_t metallib_fragment[3771] = { + 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208, + 13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159, + 244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84, + 69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12, + 0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112, + 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33, + 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140, + 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111, + 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28, + 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225, + 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104, + 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121, + 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232, + 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113, + 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192, + 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144, + 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131, + 56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7, + 118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7, + 122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116, + 128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120, + 160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32, + 7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128, + 0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229, + 83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244, + 128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32, + 135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204, + 240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14, + 238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67, + 56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228, + 144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104, + 7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67, + 57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216, + 225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236, + 96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33, + 29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192, + 14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114, + 30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180, + 40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109, + 97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116, + 104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114, + 105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32, + 51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115, + 95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114, + 97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121, + 112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116, + 117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40, + 108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46, + 115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101, + 114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28, + 35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112, + 168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89, + 23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165, + 112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205, + 165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202, + 228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237, + 205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176, + 67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135, + 112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28, + 200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0, + 49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115, + 45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99, + 111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0, + 96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0, + 0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0, + 0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110, + 48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115, + 49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +#elif TARGET_IPHONE_SIMULATOR +#error "SDL_GPU does not support the iphone simulator" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.cpp new file mode 100644 index 0000000..6b12873 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.cpp @@ -0,0 +1,251 @@ +// dear imgui: Renderer Backend for SDL_Renderer +// (Requires: SDL 2.0.17+) + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might +// be difficult to step out of those boundaries. +// However, we understand it is a convenient choice to get an app started easily. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#include "imgui_impl_sdlrenderer.h" +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer_Data +{ + SDL_Renderer* SDLRenderer; + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; +} + +// Functions +bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SDLRenderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer_Shutdown() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer_DestroyDeviceObjects(); + + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer_SetupRenderState() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(bd->SDLRenderer, NULL); + SDL_RenderSetClipRect(bd->SDLRenderer, NULL); +} + +void ImGui_ImplSDLRenderer_NewFrame() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; + SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + ImGui_ImplSDLRenderer_SetupRenderState(); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer_SetupRenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(bd->SDLRenderer, &r); + + const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); + const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(bd->SDLRenderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == NULL) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = NULL; + } +} + +bool ImGui_ImplSDLRenderer_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer_DestroyFontsTexture(); +} diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.h new file mode 100644 index 0000000..78d9bcb --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer.h @@ -0,0 +1,31 @@ +// dear imgui: Renderer Backend for SDL_Renderer +// (Requires: SDL 2.0.17+) + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might +// be difficult to step out of those boundaries. +// However, we understand it is a convenient choice to get an app started easily. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects(); diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.cpp new file mode 100644 index 0000000..05b9941 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.cpp @@ -0,0 +1,280 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. +// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer2.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer2_Data +{ + SDL_Renderer* Renderer; // Main viewport's renderer + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer2_Shutdown() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) +{ + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(renderer, nullptr); + SDL_RenderSetClipRect(renderer, nullptr); +} + +void ImGui_ImplSDLRenderer2_NewFrame() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) +{ + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(renderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE; + SDL_RenderGetViewport(renderer, &old.Viewport); + SDL_RenderGetClipRect(renderer, &old.ClipRect); + + // Setup desired state + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer2_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(renderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(renderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + draw_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(renderer, &old.Viewport); + SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer2_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer2_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.h new file mode 100644 index 0000000..f5b8172 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer2.h @@ -0,0 +1,53 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer2_RenderState +{ + SDL_Renderer* Renderer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.cpp new file mode 100644 index 0000000..4bbf728 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.cpp @@ -0,0 +1,297 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.1.8+) + +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). +// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. +// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. +// 2023-05-30: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer3.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(3,0,0) +#error This backend requires SDL 3.0.0+ +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer3_Data +{ + SDL_Renderer* Renderer; // Main viewport's renderer + SDL_Texture* FontTexture; + ImVector ColorBuffer; + + ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer3_Shutdown() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) +{ + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_SetRenderViewport(renderer, nullptr); + SDL_SetRenderClipRect(renderer, nullptr); +} + +void ImGui_ImplSDLRenderer3_NewFrame() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +} + +// https://github.com/libsdl-org/SDL/issues/9009 +static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices) +{ + const Uint8* color2 = (const Uint8*)color; + colors_out.resize(num_vertices); + SDL_FColor* color3 = colors_out.Data; + for (int i = 0; i < num_vertices; i++) + { + color3[i].r = color->r / 255.0f; + color3[i].g = color->g / 255.0f; + color3[i].b = color->b / 255.0f; + color3[i].a = color->a / 255.0f; + color2 += color_stride; + color = (const SDL_Color*)color2; + } + return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); +} + +void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_GetRenderScale(renderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ViewportEnabled; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ViewportEnabled = SDL_RenderViewportSet(renderer); + old.ClipEnabled = SDL_RenderClipEnabled(renderer); + SDL_GetRenderViewport(renderer, &old.Viewport); + SDL_GetRenderClipRect(renderer, &old.ClipRect); + + // Setup desired state + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer3_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_SetRenderClipRect(renderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + draw_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified SDL_Renderer state + SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); + SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer3_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer3_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.h new file mode 100644 index 0000000..f79aa1b --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_sdlrenderer3.h @@ -0,0 +1,53 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.1.8+) + +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Renderer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer3_RenderState +{ + SDL_Renderer* Renderer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.cpp new file mode 100644 index 0000000..9e3b304 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.cpp @@ -0,0 +1,2029 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions(). +// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326) +// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642) +// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples. +// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) +// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867) +// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. +// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. +// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. +// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) +// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189). +// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) +// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. +// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) +// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. +// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend. +// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. +// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. +// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. +// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. +// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). +// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. +// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. +// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). +// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. +// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). +// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. +// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. +// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. +// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. +// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. +// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. +// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. +// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_vulkan.h" +#include +#ifndef IM_MAX +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Forward Declarations +struct ImGui_ImplVulkan_FrameRenderBuffers; +struct ImGui_ImplVulkan_WindowRenderBuffers; +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +// Vulkan prototypes for use with custom loaders +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h +#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_) +#define IMGUI_IMPL_VULKAN_USE_LOADER +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER +#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEnumeratePhysicalDevices) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceQueueFamilyProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) + +// Define function pointers +#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; +IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) +#undef IMGUI_VULKAN_FUNC_DEF +#endif // IMGUI_IMPL_VULKAN_USE_LOADER + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; +static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; +#endif + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImVector FrameRenderBuffers; +}; + +struct ImGui_ImplVulkan_Texture +{ + VkDeviceMemory Memory; + VkImage Image; + VkImageView ImageView; + VkDescriptorSet DescriptorSet; + + ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); } +}; + +// For multi-viewport support: +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplVulkan_ViewportData +{ + ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only + ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports + bool WindowOwned; + bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame + bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned. + + ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); } + ~ImGui_ImplVulkan_ViewportData() { } +}; + +// Vulkan data +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + VkDeviceSize BufferMemoryAlignment; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayout; + VkPipelineLayout PipelineLayout; + VkPipeline Pipeline; // pipeline for main render pass (created by app) + VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend) + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + VkDescriptorPool DescriptorPool; + + // Texture management + ImGui_ImplVulkan_Texture FontTexture; + VkSampler TexSampler; + VkCommandPool TexCommandPool; + VkCommandBuffer TexCommandBuffer; + + // Render buffers for main window + ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset((void*)this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + } +}; + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// Forward Declarations +static void ImGui_ImplVulkan_InitMultiViewportSupport(); +static void ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + +// backends/vulkan/glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, + 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, + 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, + 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, + 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, + 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, + 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, + 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, + 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, + 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, + 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, + 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, + 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, + 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, + 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, + 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, + 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, + 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, + 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, + 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, + 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, + 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, + 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, + 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, + 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, + 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, + 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, + 0x0000002d,0x0000002c,0x000100fd,0x00010038 +}; + +// backends/vulkan/glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, + 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, + 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, + 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, + 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, + 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, + 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, + 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, + 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, + 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, + 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, + 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, + 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, + 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, + 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, + 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, + 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, + 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, + 0x00010038 +}; + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not tested and probably dysfunctional in this backend. +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkPhysicalDeviceMemoryProperties prop; + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); + for (uint32_t i = 0; i < prop.memoryTypeCount; i++) + if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) + return i; + return 0xFFFFFFFF; // Unable to find memoryType +} + +static void check_vk_result(VkResult err) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (v->CheckVkResultFn) + v->CheckVkResultFn(err); +} + +// Same as IM_MEMALIGN(). 'alignment' must be a power of two. +static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment) +{ + return (size + alignment - 1) & ~(alignment - 1); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + if (buffer != VK_NULL_HANDLE) + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); + + VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment); + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = buffer_size_aligned; + buffer_info.usage = usage; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); + check_vk_result(err); + + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); + check_vk_result(err); + + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); + check_vk_result(err); + buffer_size = buffer_size_aligned; +} + +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + + // Bind pipeline: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + } + + // Bind Vertex And Index Buffer: + if (draw_data->TotalVtxCount > 0) + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + +// Render function +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (pipeline == VK_NULL_HANDLE) + pipeline = bd->Pipeline; + + // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. + ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; + IM_ASSERT(viewport_renderer_data != nullptr); + ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; + if (wrb->FrameRenderBuffers.Size == 0) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers.resize(wrb->Count); + memset((void*)wrb->FrameRenderBuffers.Data, 0, wrb->FrameRenderBuffers.size_in_bytes()); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + if (draw_data->TotalVtxCount > 0) + { + // Create or resize the vertex/index buffers + VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); + VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst); + check_vk_result(err); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); + check_vk_result(err); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + VkMappedMemoryRange range[2] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = rb->VertexBufferMemory; + range[0].size = VK_WHOLE_SIZE; + range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[1].memory = rb->IndexBufferMemory; + range[1].size = VK_WHOLE_SIZE; + err = vkFlushMappedMemoryRanges(v->Device, 2, range); + check_vk_result(err); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); + } + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplVulkan_RenderState render_state; + render_state.CommandBuffer = command_buffer; + render_state.Pipeline = pipeline; + render_state.PipelineLayout = bd->PipelineLayout; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_min.x); + scissor.offset.y = (int32_t)(clip_min.y); + scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); + scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Bind DescriptorSet with font or user texture + VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID(); + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr); + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = nullptr; + + // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. + // Our last values will leak into user/application rendering IF: + // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state + // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state. + // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; + vkCmdSetScissor(command_buffer, 0, 1, &scissor); +} + +bool ImGui_ImplVulkan_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + // Destroy existing texture (if any) + if (bd->FontTexture.DescriptorSet) + { + vkQueueWaitIdle(v->Queue); + ImGui_ImplVulkan_DestroyFontsTexture(); + } + + // Create command pool/buffer + if (bd->TexCommandPool == VK_NULL_HANDLE) + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = v->QueueFamily; + vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool); + } + if (bd->TexCommandBuffer == VK_NULL_HANDLE) + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = bd->TexCommandPool; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer); + check_vk_result(err); + } + + // Start command buffer + { + err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info); + check_vk_result(err); + } + + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + size_t upload_size = width * height * 4 * sizeof(char); + + // Create the Image: + ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture; + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = width; + info.extent.height = height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = backend_tex->Image; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView); + check_vk_result(err); + } + + // Create the Descriptor Set: + backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Create the Upload Buffer: + VkDeviceMemory upload_buffer_memory; + VkBuffer upload_buffer; + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + memcpy(map, pixels, upload_size); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = upload_buffer_memory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, upload_buffer_memory); + } + + // Copy to Image: + { + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = backend_tex->Image; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = width; + region.imageExtent.height = height; + region.imageExtent.depth = 1; + vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = backend_tex->Image; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)backend_tex->DescriptorSet); + + // End command buffer + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &bd->TexCommandBuffer; + err = vkEndCommandBuffer(bd->TexCommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + + err = vkQueueWaitIdle(v->Queue); + check_vk_result(err); + + vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); + vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); + + return true; +} + +// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown(). +void ImGui_ImplVulkan_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture; + + if (backend_tex->DescriptorSet) + { + ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet); + backend_tex->DescriptorSet = VK_NULL_HANDLE; + io.Fonts->SetTexID(0); + } + if (backend_tex->ImageView) { vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); backend_tex->ImageView = VK_NULL_HANDLE; } + if (backend_tex->Image) { vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); backend_tex->Image = VK_NULL_HANDLE; } + if (backend_tex->Memory) { vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); backend_tex->Memory = VK_NULL_HANDLE; } +} + +static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) +{ + // Create the shader modules + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->ShaderModuleVert == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo vert_info = {}; + vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); + check_vk_result(err); + } + if (bd->ShaderModuleFrag == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo frag_info = {}; + frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); + check_vk_result(err); + } +} + +static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_CreateShaderModules(device, allocator); + + VkPipelineShaderStageCreateInfo stage[2] = {}; + stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + stage[0].module = bd->ShaderModuleVert; + stage[0].pName = "main"; + stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + stage[1].module = bd->ShaderModuleFrag; + stage[1].pName = "main"; + + VkVertexInputBindingDescription binding_desc[1] = {}; + binding_desc[0].stride = sizeof(ImDrawVert); + binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkVertexInputAttributeDescription attribute_desc[3] = {}; + attribute_desc[0].location = 0; + attribute_desc[0].binding = binding_desc[0].binding; + attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[0].offset = offsetof(ImDrawVert, pos); + attribute_desc[1].location = 1; + attribute_desc[1].binding = binding_desc[0].binding; + attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[1].offset = offsetof(ImDrawVert, uv); + attribute_desc[2].location = 2; + attribute_desc[2].binding = binding_desc[0].binding; + attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; + attribute_desc[2].offset = offsetof(ImDrawVert, col); + + VkPipelineVertexInputStateCreateInfo vertex_info = {}; + vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + vertex_info.vertexBindingDescriptionCount = 1; + vertex_info.pVertexBindingDescriptions = binding_desc; + vertex_info.vertexAttributeDescriptionCount = 3; + vertex_info.pVertexAttributeDescriptions = attribute_desc; + + VkPipelineInputAssemblyStateCreateInfo ia_info = {}; + ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + VkPipelineViewportStateCreateInfo viewport_info = {}; + viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + viewport_info.viewportCount = 1; + viewport_info.scissorCount = 1; + + VkPipelineRasterizationStateCreateInfo raster_info = {}; + raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + raster_info.polygonMode = VK_POLYGON_MODE_FILL; + raster_info.cullMode = VK_CULL_MODE_NONE; + raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + raster_info.lineWidth = 1.0f; + + VkPipelineMultisampleStateCreateInfo ms_info = {}; + ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; + + VkPipelineColorBlendAttachmentState color_attachment[1] = {}; + color_attachment[0].blendEnable = VK_TRUE; + color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; + color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineDepthStencilStateCreateInfo depth_info = {}; + depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + + VkPipelineColorBlendStateCreateInfo blend_info = {}; + blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + blend_info.attachmentCount = 1; + blend_info.pAttachments = color_attachment; + + VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + VkPipelineDynamicStateCreateInfo dynamic_state = {}; + dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); + dynamic_state.pDynamicStates = dynamic_states; + + VkGraphicsPipelineCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + info.flags = bd->PipelineCreateFlags; + info.stageCount = 2; + info.pStages = stage; + info.pVertexInputState = &vertex_info; + info.pInputAssemblyState = &ia_info; + info.pViewportState = &viewport_info; + info.pRasterizationState = &raster_info; + info.pMultisampleState = &ms_info; + info.pDepthStencilState = &depth_info; + info.pColorBlendState = &blend_info; + info.pDynamicState = &dynamic_state; + info.layout = bd->PipelineLayout; + info.renderPass = renderPass; + info.subpass = subpass; + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (bd->VulkanInitInfo.UseDynamicRendering) + { + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr"); + info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; + info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. + } +#endif + + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); + check_vk_result(err); +} + +bool ImGui_ImplVulkan_CreateDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (!bd->TexSampler) + { + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler); + check_vk_result(err); + } + + if (!bd->DescriptorSetLayout) + { + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); + check_vk_result(err); + } + + if (v->DescriptorPoolSize != 0) + { + IM_ASSERT(v->DescriptorPoolSize > IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE); + VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = v->DescriptorPoolSize; + pool_info.poolSizeCount = 1; + pool_info.pPoolSizes = &pool_size; + + err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool); + check_vk_result(err); + } + + if (!bd->PipelineLayout) + { + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); + check_vk_result(err); + } + + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); + + return true; +} + +void ImGui_ImplVulkan_DestroyDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + ImGui_ImplVulkan_DestroyFontsTexture(); + + if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } + if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; } + if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; } + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } + if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; } + if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; } +} + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Manually load those two (see #5446, #8326, #8365) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdBeginRenderingKHR" : "vkCmdBeginRendering", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdEndRenderingKHR" : "vkCmdEndRendering", user_data)); +} +#endif + +// If unspecified by user, assume that ApiVersion == HeaderVersion + // We don't care about other versions than 1.3 for our checks, so don't need to make this exhaustive (e.g. with all #ifdef VK_VERSION_1_X checks) +static uint32_t ImGui_ImplVulkan_GetDefaultApiVersion() +{ +#ifdef VK_HEADER_VERSION_COMPLETE + return VK_HEADER_VERSION_COMPLETE; +#else + return VK_API_VERSION_1_0; +#endif +} + +bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Load function pointers + // You can use the default Vulkan loader using: + // ImGui_ImplVulkan_LoadFunctions(VK_API_VERSION_1_3, [](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. + if (api_version == 0) + api_version = ImGui_ImplVulkan_GetDefaultApiVersion(); + +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER +#define IMGUI_VULKAN_FUNC_LOAD(func) \ + func = reinterpret_cast(loader_func(#func, user_data)); \ + if (func == nullptr) \ + return false; + IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) +#undef IMGUI_VULKAN_FUNC_LOAD + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(api_version, loader_func, user_data); +#endif +#else + IM_UNUSED(loader_func); + IM_UNUSED(user_data); +#endif + + g_FunctionsLoaded = true; + return true; +} + +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + + if (info->ApiVersion == 0) + info->ApiVersion = ImGui_ImplVulkan_GetDefaultApiVersion(); + + if (info->UseDynamicRendering) + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#ifndef IMGUI_IMPL_VULKAN_USE_LOADER + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetInstanceProcAddr((VkInstance)user_data, function_name); }, (void*)info->Instance); +#endif + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); +#else + IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined."); +#endif + } + + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + IM_ASSERT(info->Instance != VK_NULL_HANDLE); + IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); + IM_ASSERT(info->Device != VK_NULL_HANDLE); + IM_ASSERT(info->Queue != VK_NULL_HANDLE); + if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both! + IM_ASSERT(info->DescriptorPoolSize == 0); + else + IM_ASSERT(info->DescriptorPoolSize > 0); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); + if (info->UseDynamicRendering == false) + IM_ASSERT(info->RenderPass != VK_NULL_HANDLE); + + bd->VulkanInitInfo = *info; + + ImGui_ImplVulkan_CreateDeviceObjects(); + + // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + + ImGui_ImplVulkan_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplVulkan_Shutdown() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // First destroy objects in all viewports + ImGui_ImplVulkan_DestroyDeviceObjects(); + + // Manually delete main viewport render data in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + + // Clean up windows + ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplVulkan_NewFrame() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); + + if (!bd->FontTexture.DescriptorSet) + ImGui_ImplVulkan_CreateFontsTexture(); +} + +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(min_image_count >= 2); + if (bd->VulkanInitInfo.MinImageCount == min_image_count) + return; + + IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + + bd->VulkanInitInfo.MinImageCount = min_image_count; +} + +// Register a texture by creating a descriptor +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + + // Create Descriptor Set: + VkDescriptorSet descriptor_set; + { + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = pool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + } + + // Update the Descriptor Set: + { + VkDescriptorImageInfo desc_image[1] = {}; + desc_image[0].sampler = sampler; + desc_image[0].imageView = image_view; + desc_image[0].imageLayout = image_layout; + VkWriteDescriptorSet write_desc[1] = {}; + write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_desc[0].dstSet = descriptor_set; + write_desc[0].descriptorCount = 1; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_desc[0].pImageInfo = desc_image; + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); + } + return descriptor_set; +} + +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set); +} + +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + buffers->FrameRenderBuffers.clear(); + buffers->Index = 0; + buffers->Count = 0; +} + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_formats != nullptr); + IM_ASSERT(request_formats_count > 0); + + // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation + // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format + // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, + // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. + uint32_t avail_count; + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_format; + avail_format.resize((int)avail_count); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); + + // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available + if (avail_count == 1) + { + if (avail_format[0].format == VK_FORMAT_UNDEFINED) + { + VkSurfaceFormatKHR ret; + ret.format = request_formats[0]; + ret.colorSpace = request_color_space; + return ret; + } + else + { + // No point in searching another format + return avail_format[0]; + } + } + else + { + // Request several formats, the first found will be used + for (int request_i = 0; request_i < request_formats_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) + return avail_format[avail_i]; + + // If none of the requested image formats could be found, use the first available + return avail_format[0]; + } +} + +VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_modes != nullptr); + IM_ASSERT(request_modes_count > 0); + + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + uint32_t avail_count = 0; + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_modes; + avail_modes.resize((int)avail_count); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); + //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); + + for (int request_i = 0; request_i < request_modes_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (request_modes[request_i] == avail_modes[avail_i]) + return request_modes[request_i]; + + return VK_PRESENT_MODE_FIFO_KHR; // Always available +} + +VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance) +{ + uint32_t gpu_count; + VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + ImVector gpus; + gpus.resize(gpu_count); + err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + for (VkPhysicalDevice& device : gpus) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return device; + } + + // Use first GPU (Integrated) is a Discrete one is not available. + if (gpu_count > 0) + return gpus[0]; + return VK_NULL_HANDLE; +} + + +uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device) +{ + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr); + ImVector queues_properties; + queues_properties.resize((int)count); + vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data); + for (uint32_t i = 0; i < count; i++) + if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + return i; + return (uint32_t)-1; +} + +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +{ + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + IM_UNUSED(physical_device); + + // Create Command Buffers + VkResult err; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = queue_family; + err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); + check_vk_result(err); + } + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = fd->CommandPool; + info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); + check_vk_result(err); + } + { + VkFenceCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + err = vkCreateFence(device, &info, allocator, &fd->Fence); + check_vk_result(err); + } + } + + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + { + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; + { + VkSemaphoreCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); + check_vk_result(err); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); + check_vk_result(err); + } + } +} + +int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) +{ + if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) + return 3; + if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) + return 2; + if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) + return 1; + IM_ASSERT(0); + return 1; +} + +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +{ + VkResult err; + VkSwapchainKHR old_swapchain = wd->Swapchain; + wd->Swapchain = VK_NULL_HANDLE; + err = vkDeviceWaitIdle(device); + check_vk_result(err); + + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. + // Destroy old Framebuffer + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + wd->Frames.clear(); + wd->FrameSemaphores.clear(); + wd->ImageCount = 0; + if (wd->RenderPass) + vkDestroyRenderPass(device, wd->RenderPass, allocator); + + // If min image count was not specified, request different count of images dependent on selected present mode + if (min_image_count == 0) + min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); + + // Create Swapchain + { + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + + VkSwapchainCreateInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; + info.surface = wd->Surface; + info.minImageCount = min_image_count; + info.imageFormat = wd->SurfaceFormat.format; + info.imageColorSpace = wd->SurfaceFormat.colorSpace; + info.imageArrayLayers = 1; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family + info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform; + info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + info.presentMode = wd->PresentMode; + info.clipped = VK_TRUE; + info.oldSwapchain = old_swapchain; + if (info.minImageCount < cap.minImageCount) + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; + if (cap.currentExtent.width == 0xffffffff) + { + info.imageExtent.width = wd->Width = w; + info.imageExtent.height = wd->Height = h; + } + else + { + info.imageExtent.width = wd->Width = cap.currentExtent.width; + info.imageExtent.height = wd->Height = cap.currentExtent.height; + } + err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); + check_vk_result(err); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); + check_vk_result(err); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); + check_vk_result(err); + + wd->SemaphoreCount = wd->ImageCount + 1; + wd->Frames.resize(wd->ImageCount); + wd->FrameSemaphores.resize(wd->SemaphoreCount); + memset(wd->Frames.Data, 0, wd->Frames.size_in_bytes()); + memset(wd->FrameSemaphores.Data, 0, wd->FrameSemaphores.size_in_bytes()); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; + } + if (old_swapchain) + vkDestroySwapchainKHR(device, old_swapchain, allocator); + + // Create the Render Pass + if (wd->UseDynamicRendering == false) + { + VkAttachmentDescription attachment = {}; + attachment.format = wd->SurfaceFormat.format; + attachment.samples = VK_SAMPLE_COUNT_1_BIT; + attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + VkAttachmentReference color_attachment = {}; + color_attachment.attachment = 0; + color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment; + VkSubpassDependency dependency = {}; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + VkRenderPassCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + info.attachmentCount = 1; + info.pAttachments = &attachment; + info.subpassCount = 1; + info.pSubpasses = &subpass; + info.dependencyCount = 1; + info.pDependencies = &dependency; + err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); + check_vk_result(err); + + // We do not create a pipeline by default as this is also used by examples' main.cpp, + // but secondary viewport in multi-viewport mode may want to create one with: + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass); + } + + // Create The Image Views + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = wd->SurfaceFormat.format; + info.components.r = VK_COMPONENT_SWIZZLE_R; + info.components.g = VK_COMPONENT_SWIZZLE_G; + info.components.b = VK_COMPONENT_SWIZZLE_B; + info.components.a = VK_COMPONENT_SWIZZLE_A; + VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; + info.subresourceRange = image_range; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); + check_vk_result(err); + } + } + + // Create Framebuffer + if (wd->UseDynamicRendering == false) + { + VkImageView attachment[1]; + VkFramebufferCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + info.renderPass = wd->RenderPass; + info.attachmentCount = 1; + info.pAttachments = attachment; + info.width = wd->Width; + info.height = wd->Height; + info.layers = 1; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); + check_vk_result(err); + } + } +} + +// Create or resize window +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) +{ + vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) + //vkQueueWaitIdle(bd->Queue); + + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + wd->Frames.clear(); + wd->FrameSemaphores.clear(); + vkDestroyRenderPass(device, wd->RenderPass, allocator); + vkDestroySwapchainKHR(device, wd->Swapchain, allocator); + vkDestroySurfaceKHR(instance, wd->Surface, allocator); + + *wd = ImGui_ImplVulkanH_Window(); +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) + ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + viewport->RendererUserData = vd; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create surface + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); + check_vk_result(err); + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + IM_ASSERT(0); // Error: no WSI support on physical device + return; + } + + // Select Surface Format + ImVector requestSurfaceImageFormats; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++) + requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]); +#endif + const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + for (VkFormat format : defaultFormats) + requestSurfaceImageFormats.push_back(format); + + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace); + + // Select Present Mode + // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + wd->UseDynamicRendering = v->UseDynamicRendering; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->WindowOwned = true; + + // Create pipeline (shared by all secondary viewports) + if (bd->PipelineForViewports == VK_NULL_HANDLE) + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &bd->PipelineForViewports, 0); +} + +static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) + { + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (vd->WindowOwned) + ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); +} + +static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (vd->SwapChainNeedRebuild || vd->SwapChainSuboptimal) + { + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->SwapChainNeedRebuild = vd->SwapChainSuboptimal = false; + } + + ImGui_ImplVulkanH_Frame* fd = nullptr; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + { + { + err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + vd->SwapChainNeedRebuild = true; // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame. + return; + } + if (err == VK_SUBOPTIMAL_KHR) + vd->SwapChainSuboptimal = true; + else + check_vk_result(err); + fd = &wd->Frames[wd->FrameIndex]; + } + for (;;) + { + err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); + if (err == VK_SUCCESS) break; + if (err == VK_TIMEOUT) continue; + check_vk_result(err); + } + { + err = vkResetCommandPool(v->Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); + } +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + // Transition swapchain image to a layout suitable for drawing. + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + + VkRenderingAttachmentInfo attachmentInfo = {}; + attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; + attachmentInfo.imageView = fd->BackbufferView; + attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE; + attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentInfo.clearValue = wd->ClearValue; + + VkRenderingInfo renderingInfo = {}; + renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR; + renderingInfo.renderArea.extent.width = wd->Width; + renderingInfo.renderArea.extent.height = wd->Height; + renderingInfo.layerCount = 1; + renderingInfo.viewMask = 0; + renderingInfo.colorAttachmentCount = 1; + renderingInfo.pColorAttachments = &attachmentInfo; + + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo); + } + else +#endif + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; + info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + } + + ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports); + + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer); + + // Transition image to a layout suitable for presentation + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + else +#endif + { + vkCmdEndRenderPass(fd->CommandBuffer); + } + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkResetFences(v->Device, 1, &fd->Fence); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); + check_vk_result(err); + } + } +} + +static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering + return; + + VkResult err; + uint32_t present_index = wd->FrameIndex; + + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &present_index; + err = vkQueuePresentKHR(v->Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + vd->SwapChainNeedRebuild = true; + return; + } + if (err == VK_SUBOPTIMAL_KHR) + vd->SwapChainSuboptimal = true; + else + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +void ImGui_ImplVulkan_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler."); + platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; +} + +void ImGui_ImplVulkan_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.h new file mode 100644 index 0000000..2bb3d00 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_vulkan.h @@ -0,0 +1,222 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// [Configuration] in order to use a custom Vulkan function loader: +// (1) You'll need to disable default Vulkan function prototypes. +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file +// - Or as a compilation flag in your build system +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) +// - Do not simply add it in a .cpp file! +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. +// If you have no idea what this is, leave it alone! +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES + +// Convenience support for Volk +// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +//#define IMGUI_IMPL_VULKAN_USE_VOLK + +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) +#define VK_NO_PROTOTYPES +#endif +#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) +#define NOMINMAX +#endif + +// Vulkan includes +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#include +#else +#include +#endif +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) +#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#endif + +// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). +// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture(). +#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas + +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] +// - About descriptor pool: +// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, +// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors. +// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you. +// - About dynamic rendering: +// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. +struct ImGui_ImplVulkan_InitInfo +{ + uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE) + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 + VkRenderPass RenderPass; // Ignored if using dynamic rendering + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + + // (Optional) + VkPipelineCache PipelineCache; + uint32_t Subpass; + + // (Optional) Set to create internal descriptor pool instead of using DescriptorPool + uint32_t DescriptorPoolSize; + + // (Optional) Dynamic Rendering + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. + bool UseDynamicRendering; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; +#endif + + // (Optional) Allocation, Debugging + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// Register a texture (VkDescriptorSet == ImTextureID) +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem +// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); + +// Optional: load Vulkan functions with a custom function loader +// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplVulkan_RenderState +{ + VkCommandBuffer CommandBuffer; + VkPipeline Pipeline; + VkPipelineLayout PipelineLayout; +}; + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +//------------------------------------------------------------------------- +// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app. +// +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the multi-viewport / platform window implementation needs them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, +// render pass, frame buffers, etc.). You may read this code if you are curious, but +// it is recommended you use you own custom tailored code to do equivalent work. +// +// We don't provide a strong guarantee that we won't change those functions API. +// +// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used +// by the regular ImGui_ImplVulkan_XXX functions). +//------------------------------------------------------------------------- + +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; + +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance); +IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device); +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); + +// Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + +// Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window +{ + int Width; + int Height; + VkSwapchainKHR Swapchain; + VkSurfaceKHR Surface; + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkRenderPass RenderPass; + bool UseDynamicRendering; + bool ClearEnable; + VkClearValue ClearValue; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImVector Frames; + ImVector FrameSemaphores; + + ImGui_ImplVulkanH_Window() + { + memset((void*)this, 0, sizeof(*this)); + PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. + ClearEnable = true; + } +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.cpp new file mode 100644 index 0000000..5072e96 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.cpp @@ -0,0 +1,882 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes. +// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083) +// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977) +// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) +// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. +// 2024-01-22: Fixed pipeline layout leak. (#7245) +// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults. +// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) +// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. +// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) +// 2022-11-24: Fixed validation error with default depth buffer settings. +// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fixed for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2021-01-28: Initial version. + +#include "imgui.h" + +// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN +// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details. +#ifndef __EMSCRIPTEN__ + #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined! + #endif +#else + #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten! + #endif +#endif + +#ifndef IMGUI_DISABLE +#include "imgui_impl_wgpu.h" +#include +#include + +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413) +// Using type alias until WGPU adopts the same naming convention (#8369) +using WGPUProgrammableStageDescriptor = WGPUComputeState; +#endif + +// Dear ImGui prototypes from imgui_internal.h +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed); +#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). + +// WebGPU data +struct RenderResources +{ + WGPUTexture FontTexture = nullptr; // Font texture + WGPUTextureView FontTextureView = nullptr; // Texture view for font texture + WGPUSampler Sampler = nullptr; // Sampler for the font texture + WGPUBuffer Uniforms = nullptr; // Shader uniforms + WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM +}; + +struct FrameResources +{ + WGPUBuffer IndexBuffer; + WGPUBuffer VertexBuffer; + ImDrawIdx* IndexBufferHost; + ImDrawVert* VertexBufferHost; + int IndexBufferSize; + int VertexBufferSize; +}; + +struct Uniforms +{ + float MVP[4][4]; + float Gamma; +}; + +struct ImGui_ImplWGPU_Data +{ + ImGui_ImplWGPU_InitInfo initInfo; + WGPUDevice wgpuDevice = nullptr; + WGPUQueue defaultQueue = nullptr; + WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; + WGPURenderPipeline pipelineState = nullptr; + + RenderResources renderResources; + FrameResources* pFrameResources = nullptr; + unsigned int numFramesInFlight = 0; + unsigned int frameIndex = UINT_MAX; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +static const char __shader_vert_wgsl[] = R"( +struct VertexInput { + @location(0) position: vec2, + @location(1) uv: vec2, + @location(2) color: vec4, +}; + +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; + +@vertex +fn main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.position = uniforms.mvp * vec4(in.position, 0.0, 1.0); + out.color = in.color; + out.uv = in.uv; + return out; +} +)"; + +static const char __shader_frag_wgsl[] = R"( +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var s: sampler; +@group(1) @binding(0) var t: texture_2d; + +@fragment +fn main(in: VertexOutput) -> @location(0) vec4 { + let color = in.color * textureSample(t, s, in.uv); + let corrected_color = pow(color.rgb, vec3(uniforms.gamma)); + return vec4(corrected_color, color.a); +} +)"; + +static void SafeRelease(ImDrawIdx*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(ImDrawVert*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(WGPUBindGroupLayout& res) +{ + if (res) + wgpuBindGroupLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBindGroup& res) +{ + if (res) + wgpuBindGroupRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBuffer& res) +{ + if (res) + wgpuBufferRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUPipelineLayout& res) +{ + if (res) + wgpuPipelineLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPURenderPipeline& res) +{ + if (res) + wgpuRenderPipelineRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUSampler& res) +{ + if (res) + wgpuSamplerRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUShaderModule& res) +{ + if (res) + wgpuShaderModuleRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTextureView& res) +{ + if (res) + wgpuTextureViewRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTexture& res) +{ + if (res) + wgpuTextureRelease(res); + res = nullptr; +} + +static void SafeRelease(RenderResources& res) +{ + SafeRelease(res.FontTexture); + SafeRelease(res.FontTextureView); + SafeRelease(res.Sampler); + SafeRelease(res.Uniforms); + SafeRelease(res.CommonBindGroup); + SafeRelease(res.ImageBindGroupLayout); +}; + +static void SafeRelease(FrameResources& res) +{ + SafeRelease(res.IndexBuffer); + SafeRelease(res.VertexBuffer); + SafeRelease(res.IndexBufferHost); + SafeRelease(res.VertexBufferHost); +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPUShaderSourceWGSL wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; + wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; +#else + WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; + wgsl_desc.code = wgsl_source; +#endif + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = reinterpret_cast(&wgsl_desc); + + WGPUProgrammableStageDescriptor stage_desc = {}; + stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + stage_desc.entryPoint = { "main", WGPU_STRLEN }; +#else + stage_desc.entryPoint = "main"; +#endif + return stage_desc; +} + +static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; + + WGPUBindGroupDescriptor image_bg_descriptor = {}; + image_bg_descriptor.layout = layout; + image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); + image_bg_descriptor.entries = image_bg_entries; + return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); +} + +static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); + float gamma; + switch (bd->renderTargetFormat) + { + case WGPUTextureFormat_ASTC10x10UnormSrgb: + case WGPUTextureFormat_ASTC10x5UnormSrgb: + case WGPUTextureFormat_ASTC10x6UnormSrgb: + case WGPUTextureFormat_ASTC10x8UnormSrgb: + case WGPUTextureFormat_ASTC12x10UnormSrgb: + case WGPUTextureFormat_ASTC12x12UnormSrgb: + case WGPUTextureFormat_ASTC4x4UnormSrgb: + case WGPUTextureFormat_ASTC5x5UnormSrgb: + case WGPUTextureFormat_ASTC6x5UnormSrgb: + case WGPUTextureFormat_ASTC6x6UnormSrgb: + case WGPUTextureFormat_ASTC8x5UnormSrgb: + case WGPUTextureFormat_ASTC8x6UnormSrgb: + case WGPUTextureFormat_ASTC8x8UnormSrgb: + case WGPUTextureFormat_BC1RGBAUnormSrgb: + case WGPUTextureFormat_BC2RGBAUnormSrgb: + case WGPUTextureFormat_BC3RGBAUnormSrgb: + case WGPUTextureFormat_BC7RGBAUnormSrgb: + case WGPUTextureFormat_BGRA8UnormSrgb: + case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: + case WGPUTextureFormat_ETC2RGB8UnormSrgb: + case WGPUTextureFormat_ETC2RGBA8UnormSrgb: + case WGPUTextureFormat_RGBA8UnormSrgb: + gamma = 2.2f; + break; + default: + gamma = 1.0f; + } + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); + } + + // Setup viewport + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); + + // Bind shader and vertex buffers + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); + wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); + wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); + + // Setup blend factor + WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) +{ + // Avoid rendering when minimized + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) + return; + + // FIXME: Assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } + SafeRelease(fr->VertexBufferHost); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + + WGPUBufferDescriptor vb_desc = + { + nullptr, + "Dear ImGui Vertex buffer", +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPU_STRLEN, +#endif + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, + MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), + false + }; + fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); + if (!fr->VertexBuffer) + return; + + fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } + SafeRelease(fr->IndexBufferHost); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + + WGPUBufferDescriptor ib_desc = + { + nullptr, + "Dear ImGui Index buffer", +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPU_STRLEN, +#endif + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, + MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), + false + }; + fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); + if (!fr->IndexBuffer) + return; + + fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; + } + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; + ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); + int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + + // Setup desired render state + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplWGPU_RenderState render_state; + render_state.Device = bd->wgpuDevice; + render_state.RenderPassEncoder = pass_encoder; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Bind custom texture + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0); + WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (!bind_group) + { + bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); + } + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); + + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); + wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Remove all ImageBindGroups + ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups; + for (int i = 0; i < image_bind_groups.Data.Size; i++) + { + WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p; + SafeRelease(bind_group); + } + image_bind_groups.Data.resize(0); + + platform_io.Renderer_RenderState = nullptr; +} + +static void ImGui_ImplWGPU_CreateFontsTexture() +{ + // Build texture atlas + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, size_pp; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); + + // Upload texture to graphics system + { + WGPUTextureDescriptor tex_desc = {}; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN }; +#else + tex_desc.label = "Dear ImGui Font Texture"; +#endif + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.size.width = width; + tex_desc.size.height = height; + tex_desc.size.depthOrArrayLayers = 1; + tex_desc.sampleCount = 1; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.mipLevelCount = 1; + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + + WGPUTextureViewDescriptor tex_view_desc = {}; + tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_view_desc.dimension = WGPUTextureViewDimension_2D; + tex_view_desc.baseMipLevel = 0; + tex_view_desc.mipLevelCount = 1; + tex_view_desc.baseArrayLayer = 0; + tex_view_desc.arrayLayerCount = 1; + tex_view_desc.aspect = WGPUTextureAspect_All; + bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); + } + + // Upload texture data + { +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPUTexelCopyTextureInfo dst_view = {}; +#else + WGPUImageCopyTexture dst_view = {}; +#endif + dst_view.texture = bd->renderResources.FontTexture; + dst_view.mipLevel = 0; + dst_view.origin = { 0, 0, 0 }; + dst_view.aspect = WGPUTextureAspect_All; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPUTexelCopyBufferLayout layout = {}; +#else + WGPUTextureDataLayout layout = {}; +#endif + layout.offset = 0; + layout.bytesPerRow = width * size_pp; + layout.rowsPerImage = height; + WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); + } + + // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; + sampler_desc.maxAnisotropy = 1; + bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); +} + +static void ImGui_ImplWGPU_CreateUniformBuffer() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBufferDescriptor ub_desc = + { + nullptr, + "Dear ImGui Uniform buffer", +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPU_STRLEN, +#endif + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, + MEMALIGN(sizeof(Uniforms), 16), + false + }; + bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); +} + +bool ImGui_ImplWGPU_CreateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return false; + if (bd->pipelineState) + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + // Create render pipeline + WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; + + // Bind group layouts + WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; + common_bg_layout_entries[0].binding = 0; + common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; + common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; + common_bg_layout_entries[1].binding = 1; + common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; + common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; + + WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; + image_bg_layout_entries[0].binding = 0; + image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; + image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; + image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; + + WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; + common_bg_layout_desc.entryCount = 2; + common_bg_layout_desc.entries = common_bg_layout_entries; + + WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; + image_bg_layout_desc.entryCount = 1; + image_bg_layout_desc.entries = image_bg_layout_entries; + + WGPUBindGroupLayout bg_layouts[2]; + bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); + bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); + + WGPUPipelineLayoutDescriptor layout_desc = {}; + layout_desc.bindGroupLayoutCount = 2; + layout_desc.bindGroupLayouts = bg_layouts; + graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); + + // Create the vertex shader + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; + + // Vertex input configuration + WGPUVertexAttribute attribute_desc[] = + { +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#else + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#endif + }; + + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; + + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; + + // Create the pixel shader + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); + + // Create the blending setup + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = bd->renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; + + // Create depth-stencil State + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.format = bd->depthStencilFormat; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; +#else + depth_stencil_state.depthWriteEnabled = false; +#endif + depth_stencil_state.depthCompare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; + + bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); + + ImGui_ImplWGPU_CreateFontsTexture(); + ImGui_ImplWGPU_CreateUniformBuffer(); + + // Create resource bind group + WGPUBindGroupEntry common_bg_entries[] = + { + { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, + { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, + }; + + WGPUBindGroupDescriptor common_bg_descriptor = {}; + common_bg_descriptor.layout = bg_layouts[0]; + common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); + common_bg_descriptor.entries = common_bg_entries; + bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; + + SafeRelease(vertex_shader_desc.module); + SafeRelease(pixel_shader_desc.module); + SafeRelease(graphics_pipeline_desc.layout); + SafeRelease(bg_layouts[0]); + + return true; +} + +void ImGui_ImplWGPU_InvalidateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return; + + SafeRelease(bd->pipelineState); + SafeRelease(bd->renderResources); + + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(bd->pFrameResources[i]); +} + +bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); + io.BackendRendererUserData = (void*)bd; +#if defined(__EMSCRIPTEN__) + io.BackendRendererName = "imgui_impl_webgpu_emscripten"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + io.BackendRendererName = "imgui_impl_webgpu_dawn"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + io.BackendRendererName = "imgui_impl_webgpu_wgpu"; +#else + io.BackendRendererName = "imgui_impl_webgpu"; +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->initInfo = *init_info; + bd->wgpuDevice = init_info->Device; + bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); + bd->renderTargetFormat = init_info->RenderTargetFormat; + bd->depthStencilFormat = init_info->DepthStencilFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->frameIndex = UINT_MAX; + + bd->renderResources.FontTexture = nullptr; + bd->renderResources.FontTextureView = nullptr; + bd->renderResources.Sampler = nullptr; + bd->renderResources.Uniforms = nullptr; + bd->renderResources.CommonBindGroup = nullptr; + bd->renderResources.ImageBindGroups.Data.reserve(100); + bd->renderResources.ImageBindGroupLayout = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + { + FrameResources* fr = &bd->pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplWGPU_Shutdown() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplWGPU_InvalidateDeviceObjects(); + delete[] bd->pFrameResources; + bd->pFrameResources = nullptr; + wgpuQueueRelease(bd->defaultQueue); + bd->wgpuDevice = nullptr; + bd->numFramesInFlight = 0; + bd->frameIndex = UINT_MAX; + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +void ImGui_ImplWGPU_NewFrame() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->pipelineState) + ImGui_ImplWGPU_CreateDeviceObjects(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..3262ac5 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_wgpu.h @@ -0,0 +1,69 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten), +// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. +// Add #define to your imconfig.h file, or as a compilation flag in your build system. +// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface. +//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#include + +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device; + int NumFramesInFlight = 3; + WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; + WGPUMultisampleState PipelineMultisampleState = {}; + + ImGui_ImplWGPU_InitInfo() + { + PipelineMultisampleState.count = 1; + PipelineMultisampleState.mask = UINT32_MAX; + PipelineMultisampleState.alphaToCoverageEnabled = false; + } +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplWGPU_RenderState +{ + WGPUDevice Device; + WGPURenderPassEncoder RenderPassEncoder; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.cpp b/lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.cpp new file mode 100644 index 0000000..f5939e8 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.cpp @@ -0,0 +1,1455 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069) +// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069) +// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// Forward Declarations +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc); +static void ImGui_ImplWin32_ShutdownMultiViewportSupport(); +static void ImGui_ImplWin32_UpdateMonitors(); + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + bool WantUpdateMonitors; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Update monitor a first time during init + ImGui_ImplWin32_UpdateMonitors(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + + // Be aware that GetPropA()/SetPropA() may be accessed from other processes. + // So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process. + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); + ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc); + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr); + ImGui_ImplWin32_ShutdownMultiViewportSupport(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break; + case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd) +{ + // We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context. + // When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound. + //return ImGui::FindViewportByPlatformHandle((void*)hwnd); + for (ImGuiViewport* viewport : platform_io.Viewports) + if (viewport->PlatformHandle == hwnd) + return viewport; + return nullptr; +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window))); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + if (imgui_monitor.DpiScale <= 0.0f) + return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io, platform_io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + const int scancode = (int)LOBYTE(HIWORD(lParam)); + //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam); + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + //case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + //case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + //case VK_OEM_2: return ImGuiKey_Slash; + //case VK_OEM_1: return ImGuiKey_Semicolon; + //case VK_OEM_PLUS: return ImGuiKey_Equal; + //case VK_OEM_4: return ImGuiKey_LeftBracket; + //case VK_OEM_5: return ImGuiKey_Backslash; + //case VK_OEM_6: return ImGuiKey_RightBracket; + //case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names + switch (scancode) + { + case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc. + case 12: return ImGuiKey_Minus; + case 13: return ImGuiKey_Equal; + case 26: return ImGuiKey_LeftBracket; + case 27: return ImGuiKey_RightBracket; + case 86: return ImGuiKey_Oem102; + case 43: return ImGuiKey_Backslash; + case 39: return ImGuiKey_Semicolon; + case 40: return ImGuiKey_Apostrophe; + case 51: return ImGuiKey_Comma; + case 52: return ImGuiKey_Period; + case 53: return ImGuiKey_Slash; + } + + return ImGuiKey_None; +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + case WM_DISPLAYCHANGE: + bd->WantUpdateMonitors = true; + return 0; + case WM_SETTINGCHANGE: + if (wParam == SPI_SETWORKAREA) + bd->WantUpdateMonitors = true; + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowExW( + vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; + + // Secondary viewports store their imgui context + ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // ShowParent() also brings parent to front, which is not always desirable, + // so we temporarily disable parenting. (#7354) + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); + + // Restore + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE); + vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + + // Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick + // which is to pass it directly to the DefWindowProcW() handler. + // See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project + //::SetWindowTextW(vd->Hwnd, title_w.Data); + ::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); } + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Allow secondary viewport WndProc to be called regardless of current context + ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT"); + if (ctx == NULL) + return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0. + + ImGuiIO& io = ImGui::GetIO(ctx); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx); + LRESULT result = 0; + if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io)) + result = true; + else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + break; + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + result = MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + result = HTTRANSPARENT; + break; + } + } + if (result == 0) + result = DefWindowProc(hWnd, msg, wParam, lParam); + return result; +} + +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc) +{ + WNDCLASSEXW wcex; + wcex.cbSize = sizeof(WNDCLASSEXW); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = L"ImGui Platform"; + wcex.hIconSm = nullptr; + ::RegisterClassExW(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; +} + +static void ImGui_ImplWin32_ShutdownMultiViewportSupport() +{ + ::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.h b/lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.h new file mode 100644 index 0000000..6584ff8 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/backends/imgui_impl_win32.h @@ -0,0 +1,54 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/cimconfig.h b/lib/cimgui/cimgui/imgui/cimconfig.h new file mode 100644 index 0000000..b6585c1 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimconfig.h @@ -0,0 +1 @@ +#undef NDEBUG \ No newline at end of file diff --git a/lib/cimgui/cimgui/imgui/cimgui.cpp b/lib/cimgui/cimgui/imgui/cimgui.cpp new file mode 100644 index 0000000..0ff7478 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui.cpp @@ -0,0 +1,5947 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.9b" 19191 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch + +#include "./imgui/imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "./imgui/misc/freetype/imgui_freetype.h" +#endif +#include "./imgui/imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO_Nil() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO_Nil() +{ + return &ImGui::GetPlatformIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowDebugLogWindow(bool* p_open) +{ + return ImGui::ShowDebugLogWindow(p_open); +} +CIMGUI_API void igShowIDStackToolWindow(bool* p_open) +{ + return ImGui::ShowIDStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(str_id,size,child_flags,window_flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChild(id,size,child_flags,window_flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API float igGetWindowDpiScale() +{ + return ImGui::GetWindowDpiScale(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API ImGuiViewport* igGetWindowViewport() +{ + return ImGui::GetWindowViewport(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id) +{ + return ImGui::SetNextWindowViewport(viewport_id); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x) +{ + return ImGui::PushStyleVarX(idx,val_x); +} +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y) +{ + return ImGui::PushStyleVarY(idx,val_y); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul) +{ + return ImGui::GetColorU32(col,alpha_mul); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API ImGuiID igGetID_Int(int int_id) +{ + return ImGui::GetID(int_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API void igSeparatorText(const char* label) +{ + return ImGui::SeparatorText(label); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igTextLink(const char* label) +{ + return ImGui::TextLink(label); +} +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url) +{ + return ImGui::TextLinkOpenURL(label,url); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1) +{ + return ImGui::Image(user_texture_id,image_size,uv0,uv1); +} +CIMGUI_API void igImageWithBg(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageWithBg(user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(str_id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,getter,user_data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id) +{ + return ImGui::SetNextItemStorageID(storage_id); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count) +{ + return ImGui::BeginMultiSelect(flags,selection_size,items_count); +} +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect() +{ + return ImGui::EndMultiSelect(); +} +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + return ImGui::SetNextItemSelectionUserData(selection_user_data); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,getter,user_data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API bool igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginItemTooltip() +{ + return ImGui::BeginItemTooltip(); +} +CIMGUI_API void igSetItemTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetItemTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetItemTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,columns,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableAngledHeadersRow() +{ + return ImGui::TableAngledHeadersRow(); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool borders) +{ + return ImGui::Columns(count,id,borders); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpace(dockspace_id,size,flags,window_class); +} +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class) +{ + return ImGui::DockSpaceOverViewport(dockspace_id,viewport,flags,window_class); +} +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetNextWindowDockID(dock_id,cond); +} +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class) +{ + return ImGui::SetNextWindowClass(window_class); +} +CIMGUI_API ImGuiID igGetWindowDockID() +{ + return ImGui::GetWindowDockID(); +} +CIMGUI_API bool igIsWindowDocked() +{ + return ImGui::IsWindowDocked(); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LogTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API void igSetNavCursorVisible(bool visible) +{ + return ImGui::SetNavCursorVisible(visible); +} +CIMGUI_API void igSetNextItemAllowOverlap() +{ + return ImGui::SetNextItemAllowOverlap(); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord) +{ + return ImGui::IsKeyChordPressed(key_chord); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + return ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard); +} +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::Shortcut(key_chord,flags); +} +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags) +{ + return ImGui::SetNextItemShortcut(key_chord,flags); +} +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key) +{ + return ImGui::SetItemKeyOwner(key); +} +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API bool igIsMouseReleasedWithDelay(ImGuiMouseButton button,float delay) +{ + return ImGui::IsMouseReleasedWithDelay(button,delay); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + return ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API void igDebugTextEncoding(const char* text) +{ + return ImGui::DebugTextEncoding(text); +} +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx) +{ + return ImGui::DebugFlashStyleColor(idx); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igDebugLog(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::DebugLogV(fmt,args); + va_end(args); +} +CIMGUI_API void igDebugLogV(const char* fmt,va_list args) +{ + return ImGui::DebugLogV(fmt,args); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API void igUpdatePlatformWindows() +{ + return ImGui::UpdatePlatformWindows(); +} +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg) +{ + return ImGui::RenderPlatformWindowsDefault(platform_render_arg,renderer_render_arg); +} +CIMGUI_API void igDestroyPlatformWindows() +{ + return ImGui::DestroyPlatformWindows(); +} +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id) +{ + return ImGui::FindViewportByID(id); +} +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle) +{ + return ImGui::FindViewportByPlatformHandle(platform_handle); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y) +{ + return self->AddMouseWheelEvent(wheel_x,wheel_y); +} +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source) +{ + return self->AddMouseSourceEvent(source); +} +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id) +{ + return self->AddMouseViewportEvent(id); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events) +{ + return self->SetAppAcceptingEvents(accepting_events); +} +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self) +{ + return self->ClearEventsQueue(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self) +{ + return self->ClearInputMouse(); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void) +{ + return IM_NEW(ImGuiWindowClass)(); +} +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_resize(ImGuiTextBuffer* self,int size) +{ + return self->resize(size); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index) +{ + return self->IncludeItemByIndex(item_index); +} +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end) +{ + return self->IncludeItemsByIndex(item_begin,item_end); +} +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index) +{ + return self->SeekCursorForItem(item_index); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void) +{ + return IM_NEW(ImGuiSelectionBasicStorage)(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id) +{ + return self->Contains(id); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r) +{ + return self->Swap(*r); +} +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected) +{ + return self->SetItemSelected(id,selected); +} +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id) +{ + return self->GetNextSelectedItem(opaque_it,out_id); +} +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx) +{ + return self->GetStorageIdFromIndex(idx); +} +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void) +{ + return IM_NEW(ImGuiSelectionExternalStorage)(); +} +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io) +{ + return self->ApplyRequests(ms_io); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness) +{ + return self->AddEllipse(center,radius,col,rot,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments) +{ + return self->AddEllipseFilled(center,radius,col,rot,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConcavePolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col) +{ + return self->PathFillConcave(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments) +{ + return self->PathEllipticalArcTo(center,radius,rot,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size) +{ + return self->AddCallback(callback,userdata,userdata_size); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->_SetTextureID(texture_id); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list) +{ + return self->AddDrawList(draw_list); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_data_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self) +{ + return self->GetGlyphRangesGreek(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void) +{ + return IM_NEW(ImGuiPlatformIO)(); +} +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void) +{ + return IM_NEW(ImGuiPlatformMonitor)(); +} +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API unsigned int igImCountSetBits(unsigned int v) +{ + return ImCountSetBits(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin) +{ + return ImStrbol(buf_mid_line,buf_begin); +} +CIMGUI_API char igImToUpper(char c) +{ + return ImToUpper(c); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API bool igImCharIsXdigitA(char c) +{ + return ImCharIsXdigitA(c); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); + va_end(args); +} +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args) +{ + return ImFormatStringToTempBufferV(out_buf,out_buf_end,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForPrinting(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size) +{ + return ImParseFormatSanitizeForScanning(fmt_in,fmt_out,fmt_out_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr) +{ + return ImTextFindPreviousUtf8Codepoint(in_text_start,in_text_curr); +} +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end) +{ + return ImTextCountLines(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImTrunc_Float(float f) +{ + return ImTrunc(f); +} +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImTrunc(v); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x) +{ + return ImLinearRemapClamp(s0,s1,d0,d1,x); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n) +{ + return ImExponentialMovingAverage(avg,sample,n); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleIsClockwise(a,b,c); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad) +{ + return self->ContainsWithPad(p,pad); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount) +{ + return ImBitArrayGetStorageSizeInBytes(bitcount); +} +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount) +{ + return ImBitArrayClearAllBits(arr,bitcount); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self) +{ + return self->clear(); +} +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self) +{ + return self->size(); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_begin(base,n); +} +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n) +{ + return self->get_line_end(base,n); +} +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size) +{ + return self->append(base,old_size,new_size); +} +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key) +{ + return ImLowerBound(in_begin,in_end,key); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void) +{ + return IM_NEW(ImDrawDataBuilder)(); +} +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void* ImGuiStyleVarInfo_GetVarPtr(ImGuiStyleVarInfo* self,void* parent) +{ + return self->GetVarPtr(parent); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void) +{ + return IM_NEW(ImGuiInputTextDeactivatedState)(); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c) +{ + return self->OnCharPressed(c); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndSelectAll(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndKeepSelection(); +} +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self) +{ + return self->ReloadUserBufAndMoveToEnd(); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void) +{ + return IM_NEW(ImGuiErrorRecoveryState)(); +} +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void) +{ + return IM_NEW(ImGuiKeyRoutingData)(); +} +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void) +{ + return IM_NEW(ImGuiKeyRoutingTable)(); +} +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void) +{ + return IM_NEW(ImGuiKeyOwnerData)(); +} +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void) +{ + return IM_NEW(ImGuiTypingSelectState)(); +} +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void) +{ + return IM_NEW(ImGuiBoxSelectState)(); +} +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void) +{ + return IM_NEW(ImGuiMultiSelectTempData)(); +} +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self) +{ + return self->ClearIO(); +} +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void) +{ + return IM_NEW(ImGuiMultiSelectState)(); +} +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id) +{ + return IM_NEW(ImGuiDockNode)(id); +} +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self) +{ + return self->IsRootNode(); +} +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self) +{ + return self->IsDockSpace(); +} +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self) +{ + return self->IsFloatingNode(); +} +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self) +{ + return self->IsCentralNode(); +} +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self) +{ + return self->IsHiddenTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self) +{ + return self->IsNoTabBar(); +} +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self) +{ + return self->IsSplitNode(); +} +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self) +{ + return self->IsLeafNode(); +} +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self) +{ + return self->IsEmpty(); +} +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags) +{ + return self->SetLocalFlags(flags); +} +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self) +{ + return self->UpdateMergedFlags(); +} +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void) +{ + return IM_NEW(ImGuiDockContext)(); +} +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self) +{ + return self->ClearRequestFlags(); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min) +{ + *pOut = self->CalcWorkRectPos(inset_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max) +{ + *pOut = self->CalcWorkRectSize(inset_min,inset_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void) +{ + return IM_NEW(ImGuiDebugAllocInfo)(); +} +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void) +{ + return IM_NEW(ImGuiIDStackTool)(); +} +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs) +{ + return self->GetIDFromPos(p_abs); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void) +{ + return IM_NEW(ImGuiTableInstanceData)(); +} +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiIO* igGetIO_ContextPtr(ImGuiContext* ctx) +{ + return &ImGui::GetIO(ctx); +} +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO_ContextPtr(ImGuiContext* ctx) +{ + return &ImGui::GetPlatformIO(ctx); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window) +{ + return ImGui::UpdateWindowSkipRefresh(window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy,dock_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + return ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(window); +} +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window) +{ + return ImGui::SetWindowParentWindowForFocusRoute(window,parent_window); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosAbsToRel(window,p); +} +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p) +{ + *pOut = ImGui::WindowPosRelToAbs(window,p); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusWindow(window,flags); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window,filter_viewport,flags); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + return ImGui::SetNextWindowRefreshPolicy(flags); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API void igPushPasswordFont() +{ + return ImGui::PushPasswordFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list) +{ + return ImGui::AddDrawListToDrawDataEx(draw_data,out_list,draw_list); +} +CIMGUI_API void igInitialize() +{ + return ImGui::Initialize(); +} +CIMGUI_API void igShutdown() +{ + return ImGui::Shutdown(); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window) +{ + return ImGui::FindHoveredWindowEx(pos,find_first_and_in_any_viewport,out_hovered_window,out_hovered_window_under_moving_window); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock) +{ + return ImGui::StartMouseMovingWindowOrNode(window,node,undock); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size) +{ + return ImGui::TranslateWindowsInViewport(viewport,old_pos,new_pos,old_size,new_size); +} +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale) +{ + return ImGui::ScaleWindowsInViewport(viewport,scale); +} +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport) +{ + return ImGui::DestroyPlatformWindow(viewport); +} +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetWindowViewport(window,viewport); +} +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport) +{ + return ImGui::SetCurrentViewport(window,viewport); +} +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport) +{ + return ImGui::GetViewportPlatformMonitor(viewport); +} +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + return ImGui::FindHoveredViewportFromPlatformWindowStack(mouse_platform_pos); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + return ImGui::AddSettingsHandler(handler); +} +CIMGUI_API void igRemoveSettingsHandler(const char* type_name) +{ + return ImGui::RemoveSettingsHandler(type_name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id) +{ + return ImGui::FindWindowSettingsByID(id); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window) +{ + return ImGui::FindWindowSettingsByWindow(window); +} +CIMGUI_API void igClearWindowSettings(const char* name) +{ + return ImGui::ClearWindowSettings(name); +} +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count) +{ + return ImGui::LocalizeRegisterEntries(entries,count); +} +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key) +{ + return ImGui::LocalizeGetMsg(key); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(n,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags) +{ + return ImGui::ItemHoverable(bb,id,item_flags); +} +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowContentHoverable(window,flags); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags item_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,item_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API const ImGuiStyleVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx) +{ + return ImGui::GetStyleVarInfo(idx); +} +CIMGUI_API void igBeginDisabledOverrideReenable() +{ + return ImGui::BeginDisabledOverrideReenable(); +} +CIMGUI_API void igEndDisabledOverrideReenable() +{ + return ImGui::EndDisabledOverrideReenable(); +} +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth) +{ + return ImGui::LogBegin(flags,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,child_flags,window_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupEx(id,extra_window_flags); +} +CIMGUI_API bool igBeginPopupMenuEx(ImGuiID id,const char* label,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginPopupMenuEx(id,label,extra_window_flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window) +{ + return ImGui::FindBlockingModal(window); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API bool igBeginTooltipHidden() +{ + return ImGui::BeginTooltipHidden(); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data) +{ + return ImGui::NavMoveRequestResolveWithPastTreeNode(result,tree_node_data); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API void igNavHighlightActivated(ImGuiID id) +{ + return ImGui::NavHighlightActivated(id); +} +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis) +{ + return ImGui::NavClearPreferredPosForAxis(axis); +} +CIMGUI_API void igSetNavCursorVisibleAfterMove() +{ + return ImGui::SetNavCursorVisibleAfterMove(); +} +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX() +{ + return ImGui::NavUpdateCurrentWindowIsScrollPushableX(); +} +CIMGUI_API void igSetNavWindow(ImGuiWindow* window) +{ + return ImGui::SetNavWindow(window); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id) +{ + return ImGui::SetNavFocusScope(focus_scope_id); +} +CIMGUI_API void igFocusItem() +{ + return ImGui::FocusItem(); +} +CIMGUI_API void igActivateItemByID(ImGuiID id) +{ + return ImGui::ActivateItemByID(id); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key) +{ + return ImGui::IsNamedKeyOrMod(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key) +{ + return ImGui::IsKeyboardKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API bool igIsMouseKey(ImGuiKey key) +{ + return ImGui::IsMouseKey(key); +} +CIMGUI_API bool igIsAliasKey(ImGuiKey key) +{ + return ImGui::IsAliasKey(key); +} +CIMGUI_API bool igIsLRModKey(ImGuiKey key) +{ + return ImGui::IsLRModKey(key); +} +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord) +{ + return ImGui::FixupKeyChord(key_chord); +} +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key) +{ + return ImGui::ConvertSingleModFlagToKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyData(ctx,key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord) +{ + return ImGui::GetKeyChordName(key_chord); +} +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button) +{ + return ImGui::MouseButtonToKey(button); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down) +{ + *pOut = ImGui::GetKeyMagnitude2d(key_left,key_right,key_up,key_down); +} +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis) +{ + return ImGui::GetNavTweakPressedAmount(axis); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate) +{ + return ImGui::GetTypematicRepeatRate(flags,repeat_delay,repeat_rate); +} +CIMGUI_API void igTeleportMousePos(const ImVec2 pos) +{ + return ImGui::TeleportMousePos(pos); +} +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys() +{ + return ImGui::SetActiveIdUsingAllKeyboardKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key) +{ + return ImGui::GetKeyOwner(key); +} +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwner(key,owner_id,flags); +} +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags) +{ + return ImGui::SetKeyOwnersForKeyChord(key,owner_id,flags); +} +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags) +{ + return ImGui::SetItemKeyOwner(key,flags); +} +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::TestKeyOwner(key,owner_id); +} +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key) +{ + return ImGui::GetKeyOwnerData(ctx,key); +} +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyDown(key,owner_id); +} +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyPressed(key,flags,owner_id); +} +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id) +{ + return ImGui::IsKeyReleased(key,owner_id); +} +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsKeyChordPressed(key_chord,flags,owner_id); +} +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDown(button,owner_id); +} +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::IsMouseClicked(button,flags,owner_id); +} +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseReleased(button,owner_id); +} +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id) +{ + return ImGui::IsMouseDoubleClicked(button,owner_id); +} +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::Shortcut(key_chord,flags,owner_id); +} +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id) +{ + return ImGui::SetShortcutRouting(key_chord,flags,owner_id); +} +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id) +{ + return ImGui::TestShortcutRouting(key_chord,owner_id); +} +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + return ImGui::GetShortcutRoutingData(key_chord); +} +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx) +{ + return ImGui::DockContextInitialize(ctx); +} +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx) +{ + return ImGui::DockContextShutdown(ctx); +} +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs) +{ + return ImGui::DockContextClearNodes(ctx,root_id,clear_settings_refs); +} +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx) +{ + return ImGui::DockContextRebuildNodes(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateUndocking(ctx); +} +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + return ImGui::DockContextNewFrameUpdateDocking(ctx); +} +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx) +{ + return ImGui::DockContextEndFrame(ctx); +} +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx) +{ + return ImGui::DockContextGenNodeID(ctx); +} +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer) +{ + return ImGui::DockContextQueueDock(ctx,target,target_node,payload,split_dir,split_ratio,split_outer); +} +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window) +{ + return ImGui::DockContextQueueUndockWindow(ctx,window); +} +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextQueueUndockNode(ctx,node); +} +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref) +{ + return ImGui::DockContextProcessUndockWindow(ctx,window,clear_persistent_docking_ref); +} +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node) +{ + return ImGui::DockContextProcessUndockNode(ctx,node); +} +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos) +{ + return ImGui::DockContextCalcDropPosForDocking(target,target_node,payload_window,payload_node,split_dir,split_outer,out_pos); +} +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id) +{ + return ImGui::DockContextFindNodeByID(ctx,id); +} +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar) +{ + return ImGui::DockNodeWindowMenuHandler_Default(ctx,node,tab_bar); +} +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + return ImGui::DockNodeBeginAmendTabBar(node); +} +CIMGUI_API void igDockNodeEndAmendTabBar() +{ + return ImGui::DockNodeEndAmendTabBar(); +} +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node) +{ + return ImGui::DockNodeGetRootNode(node); +} +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent) +{ + return ImGui::DockNodeIsInHierarchyOf(node,parent); +} +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetDepth(node); +} +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) +{ + return ImGui::DockNodeGetWindowMenuButtonId(node); +} +CIMGUI_API ImGuiDockNode* igGetWindowDockNode() +{ + return ImGui::GetWindowDockNode(); +} +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + return ImGui::GetWindowAlwaysWantOwnTabBar(window); +} +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open) +{ + return ImGui::BeginDocked(window,p_open); +} +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropSource(window); +} +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window) +{ + return ImGui::BeginDockableDragDropTarget(window); +} +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond) +{ + return ImGui::SetWindowDock(window,dock_id,cond); +} +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id) +{ + return ImGui::DockBuilderDockWindow(window_name,node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetNode(node_id); +} +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id) +{ + return ImGui::DockBuilderGetCentralNode(node_id); +} +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags) +{ + return ImGui::DockBuilderAddNode(node_id,flags); +} +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNode(node_id); +} +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs) +{ + return ImGui::DockBuilderRemoveNodeDockedWindows(node_id,clear_settings_refs); +} +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id) +{ + return ImGui::DockBuilderRemoveNodeChildNodes(node_id); +} +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos) +{ + return ImGui::DockBuilderSetNodePos(node_id,pos); +} +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size) +{ + return ImGui::DockBuilderSetNodeSize(node_id,size); +} +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir) +{ + return ImGui::DockBuilderSplitNode(node_id,split_dir,size_ratio_for_node_at_dir,out_id_at_dir,out_id_at_opposite_dir); +} +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs) +{ + return ImGui::DockBuilderCopyDockSpace(src_dockspace_id,dst_dockspace_id,in_window_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs) +{ + return ImGui::DockBuilderCopyNode(src_node_id,dst_node_id,out_node_remap_pairs); +} +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name) +{ + return ImGui::DockBuilderCopyWindowSettings(src_name,dst_name); +} +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id) +{ + return ImGui::DockBuilderFinish(node_id); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetCurrentFocusScope() +{ + return ImGui::GetCurrentFocusScope(); +} +CIMGUI_API bool igIsDragDropActive() +{ + return ImGui::IsDragDropActive(); +} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect) +{ + return ImGui::RenderDragDropTargetRect(bb,item_clip_rect); +} +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + return ImGui::GetTypingSelectRequest(flags); +} +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx) +{ + return ImGui::TypingSelectFindNextSingleCharMatch(req,items_count,get_item_name_func,user_data,nav_item_idx); +} +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data) +{ + return ImGui::TypingSelectFindBestLeadingMatch(req,items_count,get_item_name_func,user_data); +} +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::BeginBoxSelect(scope_rect,window,box_select_id,ms_flags); +} +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags) +{ + return ImGui::EndBoxSelect(scope_rect,ms_flags); +} +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags) +{ + return ImGui::MultiSelectItemHeader(id,p_selected,p_button_flags); +} +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed) +{ + return ImGui::MultiSelectItemFooter(id,p_selected,p_pressed); +} +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected) +{ + return ImGui::MultiSelectAddSetAll(ms,selected); +} +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item) +{ + return ImGui::MultiSelectAddSetRange(ms,selected,range_dir,first_item,last_item); +} +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id) +{ + return ImGui::GetBoxSelectState(id); +} +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id) +{ + return ImGui::GetMultiSelectState(id); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredRow() +{ + return ImGui::TableGetHoveredRow(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth() +{ + return ImGui::TableGetHeaderAngledMaxLabelWidth(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count) +{ + return ImGui::TableAngledHeadersRowEx(row_id,angle,max_label_width,data,data_count); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display) +{ + return ImGui::TableDrawDefaultContextMenu(table,flags_for_section_to_display); +} +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table) +{ + return ImGui::TableBeginContextMenuPopup(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceData(table,instance_no); +} +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no) +{ + return ImGui::TableGetInstanceID(table,instance_no); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableCalcMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsAddSettingsHandler() +{ + return ImGui::TableSettingsAddSettingsHandler(); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar() +{ + return ImGui::GetCurrentTabBar(); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order) +{ + return ImGui::TabBarFindTabByOrder(tab_bar,order); +} +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar); +} +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarGetCurrentTab(tab_bar); +} +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabOrder(tab_bar,tab); +} +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarGetTabName(tab_bar,tab); +} +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window) +{ + return ImGui::TabBarAddTab(tab_bar,tab_flags,window); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name) +{ + return ImGui::TabBarQueueFocus(tab_bar,tab_name); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags,docked_window); +} +CIMGUI_API void igTabItemSpacing(const char* str_id,ImGuiTabItemFlags flags,float width) +{ + return ImGui::TabItemSpacing(str_id,flags,width); +} +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button_or_unsaved_marker); +} +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::TabItemCalcSize(window); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,borders,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags) +{ + return ImGui::RenderNavCursor(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col) +{ + return ImGui::RenderArrowDockMenu(draw_list,p_min,sz,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold) +{ + return ImGui::CalcRoundingFlagsForRectInRect(r_in,r_outer,threshold); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags) +{ + return ImGui::ImageButtonEx(id,user_texture_id,image_size,uv0,uv1,bg_col,tint_col,flags); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness) +{ + return ImGui::SeparatorEx(flags,thickness); +} +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width) +{ + return ImGui::SeparatorTextEx(id,label,label_end,extra_width); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node) +{ + return ImGui::CollapseButton(id,pos,dock_node); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,draw_rounding_flags); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay,bg_col); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id) +{ + return ImGui::TreeNodeGetOpen(storage_id); +} +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open) +{ + return ImGui::TreeNodeSetOpen(storage_id,open); +} +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeUpdateNextOpen(storage_id,flags); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format,p_data_when_empty); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data) +{ + return ImGui::DataTypeIsZero(data_type,p_data); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id) +{ + return ImGui::InputTextDeactivateHook(id); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data) +{ + return ImGui::SetNextItemRefVal(data_type,p_data); +} +CIMGUI_API bool igIsItemActiveAsInputText() +{ + return ImGui::IsItemActiveAsInputText(); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,size_arg); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out) +{ + return ImGui::ShadeVertsTransformPos(draw_list,vert_start_idx,vert_end_idx,pivot_in,cos_a,sin_a,pivot_out); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API bool igErrorLog(const char* msg) +{ + return ImGui::ErrorLog(msg); +} +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + return ImGui::ErrorRecoveryStoreState(state_out); +} +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverState(state_in); +} +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + return ImGui::ErrorRecoveryTryToRecoverWindowState(state_in); +} +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + return ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); +} +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip() +{ + return ImGui::ErrorCheckEndFrameFinalizeErrorTooltip(); +} +CIMGUI_API bool igBeginErrorTooltip() +{ + return ImGui::BeginErrorTooltip(); +} +CIMGUI_API void igEndErrorTooltip() +{ + return ImGui::EndErrorTooltip(); +} +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size) +{ + return ImGui::DebugAllocHook(info,frame_count,ptr,size); +} +CIMGUI_API void igDebugDrawCursorPos(ImU32 col) +{ + return ImGui::DebugDrawCursorPos(col); +} +CIMGUI_API void igDebugDrawLineExtents(ImU32 col) +{ + return ImGui::DebugDrawLineExtents(col); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end) +{ + return ImGui::DebugTextUnformattedWithLocateItem(line_begin,line_end); +} +CIMGUI_API void igDebugLocateItem(ImGuiID target_id) +{ + return ImGui::DebugLocateItem(target_id); +} +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id) +{ + return ImGui::DebugLocateItemOnHover(target_id); +} +CIMGUI_API void igDebugLocateItemResolveWithLastItem() +{ + return ImGui::DebugLocateItemResolveWithLastItem(); +} +CIMGUI_API void igDebugBreakClearData() +{ + return ImGui::DebugBreakClearData(); +} +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location) +{ + return ImGui::DebugBreakButton(label,description_of_location); +} +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location) +{ + return ImGui::DebugBreakButtonTooltip(keyboard_only,description_of_location); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label) +{ + return ImGui::DebugNodeDockNode(node,label); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,viewport,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph) +{ + return ImGui::DebugNodeFontGlyph(font,glyph); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state) +{ + return ImGui::DebugNodeInputTextState(state); +} +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state) +{ + return ImGui::DebugNodeTypingSelectState(state); +} +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state) +{ + return ImGui::DebugNodeMultiSelectState(state); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx) +{ + return ImGui::DebugNodePlatformMonitor(monitor,label,idx); +} +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + return ImGui::DebugRenderKeyboardPreview(draw_list); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas) +{ + return ImFontAtlasUpdateSourcesPointers(atlas); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* src,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,src,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} +CIMGUI_API void igImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src,int* out_oversample_h,int* out_oversample_v) +{ + return ImFontAtlasBuildGetOversampleFactors(src,out_oversample_h,out_oversample_v); +} +CIMGUI_API bool igImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas,ImGuiMouseCursor cursor_type,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return ImFontAtlasGetMouseCursorTexData(atlas,cursor_type,out_offset,out_size,out_uv_border,out_uv_fill); +} +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType() +{ + return ImGuiFreeType::GetBuilderForFreeType(); +} + +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data) +{ + return ImGuiFreeType::SetAllocatorFunctions(alloc_func,free_func,user_data); +} + +#endif + + + +/////////////////////////////manual written functions + +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + self->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = IM_NEW(CimguiStorage)(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif diff --git a/lib/cimgui/cimgui/imgui/cimgui.h b/lib/cimgui/cimgui/imgui/cimgui.h new file mode 100644 index 0000000..63a9cfb --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui.h @@ -0,0 +1,5096 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.91.9b" 19191 from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +//with imgui_freetype.h api +//docking branch +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiMultiSelectIO ImGuiMultiSelectIO; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiSelectionBasicStorage ImGuiSelectionBasicStorage; +typedef struct ImGuiSelectionExternalStorage ImGuiSelectionExternalStorage; +typedef struct ImGuiSelectionRequest ImGuiSelectionRequest; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImGuiTextIndex ImGuiTextIndex; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiBoxSelectState ImGuiBoxSelectState; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDeactivatedItemData ImGuiDeactivatedItemData; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiErrorRecoveryState ImGuiErrorRecoveryState; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiInputTextDeactivateData ImGuiInputTextDeactivateData; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiLocEntry ImGuiLocEntry; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiMultiSelectState ImGuiMultiSelectState; +typedef struct ImGuiMultiSelectTempData ImGuiMultiSelectTempData; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiStyleVarInfo ImGuiStyleVarInfo; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableHeaderData ImGuiTableHeaderData; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiTreeNodeStackData ImGuiTreeNodeStackData; +typedef struct ImGuiTypingSelectState ImGuiTypingSelectState; +typedef struct ImGuiTypingSelectRequest ImGuiTypingSelectRequest; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct STB_TexteditState STB_TexteditState; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiMultiSelectIO; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformImeData; +struct ImGuiPlatformMonitor; +struct ImGuiSelectionBasicStorage; +struct ImGuiSelectionExternalStorage; +struct ImGuiSelectionRequest; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStoragePair; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiChildFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiKeyChord; +typedef int ImGuiPopupFlags; +typedef int ImGuiMultiSelectFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef unsigned int ImWchar32; +typedef unsigned short ImWchar16; + +#ifdef IMGUI_USE_WCHAR32 +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF +#endif + +typedef ImS64 ImGuiSelectionUserData; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef ImU64 ImTextureID; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_NoNavInputs = 1 << 16, + ImGuiWindowFlags_NoNavFocus = 1 << 17, + ImGuiWindowFlags_UnsavedDocument = 1 << 18, + ImGuiWindowFlags_NoDocking = 1 << 19, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_DockNodeHost = 1 << 23, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, +}ImGuiWindowFlags_; +typedef enum { + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, + ImGuiChildFlags_ResizeX = 1 << 2, + ImGuiChildFlags_ResizeY = 1 << 3, + ImGuiChildFlags_AutoResizeX = 1 << 4, + ImGuiChildFlags_AutoResizeY = 1 << 5, + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, + ImGuiChildFlags_FrameStyle = 1 << 7, + ImGuiChildFlags_NavFlattened = 1 << 8, +}ImGuiChildFlags_; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_NoNav = 1 << 1, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, + ImGuiItemFlags_ButtonRepeat = 1 << 3, + ImGuiItemFlags_AutoClosePopups = 1 << 4, + ImGuiItemFlags_AllowDuplicateId = 1 << 5, +}ImGuiItemFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsScientific = 1 << 2, + ImGuiInputTextFlags_CharsUppercase = 1 << 3, + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, + ImGuiInputTextFlags_AllowTabInput = 1 << 5, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, + ImGuiInputTextFlags_ReadOnly = 1 << 9, + ImGuiInputTextFlags_Password = 1 << 10, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_ElideLeft = 1 << 17, + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, + ImGuiInputTextFlags_CallbackHistory = 1 << 19, + ImGuiInputTextFlags_CallbackAlways = 1 << 20, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, + ImGuiInputTextFlags_CallbackResize = 1 << 22, + ImGuiInputTextFlags_CallbackEdit = 1 << 23, +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, + ImGuiPopupFlags_AnyPopupId = 1 << 10, + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowOverlap = 1 << 4, + ImGuiSelectableFlags_Highlight = 1 << 5, +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_WidthFitPreview = 1 << 7, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7, + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, +}ImGuiTabItemFlags_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, + ImGuiHoveredFlags_NoNavOverride = 1 << 11, + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + ImGuiHoveredFlags_ForTooltip = 1 << 12, + ImGuiHoveredFlags_Stationary = 1 << 13, + ImGuiHoveredFlags_DelayNone = 1 << 14, + ImGuiHoveredFlags_DelayShort = 1 << 15, + ImGuiHoveredFlags_DelayNormal = 1 << 16, + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, + ImGuiDockNodeFlags_NoUndocking = 1 << 7, +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_Bool, + ImGuiDataType_String, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { +ImGuiDir_None=-1, +ImGuiDir_Left=0, +ImGuiDir_Right=1, +ImGuiDir_Up=2, +ImGuiDir_Down=3, +ImGuiDir_COUNT=4, +}ImGuiDir; +typedef enum { +ImGuiSortDirection_None=0, +ImGuiSortDirection_Ascending=1, +ImGuiSortDirection_Descending=2, +}ImGuiSortDirection; +typedef enum { +ImGuiKey_None=0, +ImGuiKey_NamedKey_BEGIN=512, +ImGuiKey_Tab=512, +ImGuiKey_LeftArrow=513, +ImGuiKey_RightArrow=514, +ImGuiKey_UpArrow=515, +ImGuiKey_DownArrow=516, +ImGuiKey_PageUp=517, +ImGuiKey_PageDown=518, +ImGuiKey_Home=519, +ImGuiKey_End=520, +ImGuiKey_Insert=521, +ImGuiKey_Delete=522, +ImGuiKey_Backspace=523, +ImGuiKey_Space=524, +ImGuiKey_Enter=525, +ImGuiKey_Escape=526, +ImGuiKey_LeftCtrl=527, +ImGuiKey_LeftShift=528, +ImGuiKey_LeftAlt=529, +ImGuiKey_LeftSuper=530, +ImGuiKey_RightCtrl=531, +ImGuiKey_RightShift=532, +ImGuiKey_RightAlt=533, +ImGuiKey_RightSuper=534, +ImGuiKey_Menu=535, +ImGuiKey_0=536, +ImGuiKey_1=537, +ImGuiKey_2=538, +ImGuiKey_3=539, +ImGuiKey_4=540, +ImGuiKey_5=541, +ImGuiKey_6=542, +ImGuiKey_7=543, +ImGuiKey_8=544, +ImGuiKey_9=545, +ImGuiKey_A=546, +ImGuiKey_B=547, +ImGuiKey_C=548, +ImGuiKey_D=549, +ImGuiKey_E=550, +ImGuiKey_F=551, +ImGuiKey_G=552, +ImGuiKey_H=553, +ImGuiKey_I=554, +ImGuiKey_J=555, +ImGuiKey_K=556, +ImGuiKey_L=557, +ImGuiKey_M=558, +ImGuiKey_N=559, +ImGuiKey_O=560, +ImGuiKey_P=561, +ImGuiKey_Q=562, +ImGuiKey_R=563, +ImGuiKey_S=564, +ImGuiKey_T=565, +ImGuiKey_U=566, +ImGuiKey_V=567, +ImGuiKey_W=568, +ImGuiKey_X=569, +ImGuiKey_Y=570, +ImGuiKey_Z=571, +ImGuiKey_F1=572, +ImGuiKey_F2=573, +ImGuiKey_F3=574, +ImGuiKey_F4=575, +ImGuiKey_F5=576, +ImGuiKey_F6=577, +ImGuiKey_F7=578, +ImGuiKey_F8=579, +ImGuiKey_F9=580, +ImGuiKey_F10=581, +ImGuiKey_F11=582, +ImGuiKey_F12=583, +ImGuiKey_F13=584, +ImGuiKey_F14=585, +ImGuiKey_F15=586, +ImGuiKey_F16=587, +ImGuiKey_F17=588, +ImGuiKey_F18=589, +ImGuiKey_F19=590, +ImGuiKey_F20=591, +ImGuiKey_F21=592, +ImGuiKey_F22=593, +ImGuiKey_F23=594, +ImGuiKey_F24=595, +ImGuiKey_Apostrophe=596, +ImGuiKey_Comma=597, +ImGuiKey_Minus=598, +ImGuiKey_Period=599, +ImGuiKey_Slash=600, +ImGuiKey_Semicolon=601, +ImGuiKey_Equal=602, +ImGuiKey_LeftBracket=603, +ImGuiKey_Backslash=604, +ImGuiKey_RightBracket=605, +ImGuiKey_GraveAccent=606, +ImGuiKey_CapsLock=607, +ImGuiKey_ScrollLock=608, +ImGuiKey_NumLock=609, +ImGuiKey_PrintScreen=610, +ImGuiKey_Pause=611, +ImGuiKey_Keypad0=612, +ImGuiKey_Keypad1=613, +ImGuiKey_Keypad2=614, +ImGuiKey_Keypad3=615, +ImGuiKey_Keypad4=616, +ImGuiKey_Keypad5=617, +ImGuiKey_Keypad6=618, +ImGuiKey_Keypad7=619, +ImGuiKey_Keypad8=620, +ImGuiKey_Keypad9=621, +ImGuiKey_KeypadDecimal=622, +ImGuiKey_KeypadDivide=623, +ImGuiKey_KeypadMultiply=624, +ImGuiKey_KeypadSubtract=625, +ImGuiKey_KeypadAdd=626, +ImGuiKey_KeypadEnter=627, +ImGuiKey_KeypadEqual=628, +ImGuiKey_AppBack=629, +ImGuiKey_AppForward=630, +ImGuiKey_Oem102=631, +ImGuiKey_GamepadStart=632, +ImGuiKey_GamepadBack=633, +ImGuiKey_GamepadFaceLeft=634, +ImGuiKey_GamepadFaceRight=635, +ImGuiKey_GamepadFaceUp=636, +ImGuiKey_GamepadFaceDown=637, +ImGuiKey_GamepadDpadLeft=638, +ImGuiKey_GamepadDpadRight=639, +ImGuiKey_GamepadDpadUp=640, +ImGuiKey_GamepadDpadDown=641, +ImGuiKey_GamepadL1=642, +ImGuiKey_GamepadR1=643, +ImGuiKey_GamepadL2=644, +ImGuiKey_GamepadR2=645, +ImGuiKey_GamepadL3=646, +ImGuiKey_GamepadR3=647, +ImGuiKey_GamepadLStickLeft=648, +ImGuiKey_GamepadLStickRight=649, +ImGuiKey_GamepadLStickUp=650, +ImGuiKey_GamepadLStickDown=651, +ImGuiKey_GamepadRStickLeft=652, +ImGuiKey_GamepadRStickRight=653, +ImGuiKey_GamepadRStickUp=654, +ImGuiKey_GamepadRStickDown=655, +ImGuiKey_MouseLeft=656, +ImGuiKey_MouseRight=657, +ImGuiKey_MouseMiddle=658, +ImGuiKey_MouseX1=659, +ImGuiKey_MouseX2=660, +ImGuiKey_MouseWheelX=661, +ImGuiKey_MouseWheelY=662, +ImGuiKey_ReservedForModCtrl=663, +ImGuiKey_ReservedForModShift=664, +ImGuiKey_ReservedForModAlt=665, +ImGuiKey_ReservedForModSuper=666, +ImGuiKey_NamedKey_END=667, +ImGuiMod_None=0, +ImGuiMod_Ctrl=1 << 12, +ImGuiMod_Shift=1 << 13, +ImGuiMod_Alt=1 << 14, +ImGuiMod_Super=1 << 15, +ImGuiMod_Mask_=0xF000, +ImGuiKey_NamedKey_COUNT=ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +}ImGuiKey; +typedef enum { + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, + ImGuiInputFlags_RouteActive = 1 << 10, + ImGuiInputFlags_RouteFocused = 1 << 11, + ImGuiInputFlags_RouteGlobal = 1 << 12, + ImGuiInputFlags_RouteAlways = 1 << 13, + ImGuiInputFlags_RouteOverFocused = 1 << 14, + ImGuiInputFlags_RouteOverActive = 1 << 15, + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, + ImGuiInputFlags_Tooltip = 1 << 18, +}ImGuiInputFlags_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_NoKeyboard = 1 << 6, + ImGuiConfigFlags_DockingEnable = 1 << 7, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21, +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12, +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, + ImGuiCol_Tab, + ImGuiCol_TabSelected, + ImGuiCol_TabSelectedOverline, + ImGuiCol_TabDimmed, + ImGuiCol_TabDimmedSelected, + ImGuiCol_TabDimmedSelectedOverline, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextLink, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavCursor, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT, +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_ImageBorderSize, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_TabBorderSize, + ImGuiStyleVar_TabBarBorderSize, + ImGuiStyleVar_TabBarOverlineSize, + ImGuiStyleVar_TableAngledHeadersAngle, + ImGuiStyleVar_TableAngledHeadersTextAlign, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_SeparatorTextBorderSize, + ImGuiStyleVar_SeparatorTextAlign, + ImGuiStyleVar_SeparatorTextPadding, + ImGuiStyleVar_DockingSeparatorSize, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_EnableNav = 1 << 3, +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaOpaque = 1 << 11, + ImGuiColorEditFlags_AlphaNoBg = 1 << 12, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_WrapAround = 1 << 8, + ImGuiSliderFlags_ClampOnInput = 1 << 9, + ImGuiSliderFlags_ClampZeroRange = 1 << 10, + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_Wait, + ImGuiMouseCursor_Progress, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { +ImGuiMouseSource_Mouse=0, +ImGuiMouseSource_TouchScreen=1, +ImGuiMouseSource_Pen=2, +ImGuiMouseSource_COUNT=3, +}ImGuiMouseSource; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3, +}ImGuiCond_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_AngledHeader = 1 << 18, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3, +}ImGuiTableBgTarget_; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection; +}; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float WindowBorderHoverPadding; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float ImageBorderSize; + float TabRounding; + float TabBorderSize; + float TabCloseButtonMinWidthSelected; + float TabCloseButtonMinWidthUnselected; + float TabBarBorderSize; + float TabBarOverlineSize; + float TableAngledHeadersAngle; + ImVec2 TableAngledHeadersTextAlign; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + float SeparatorTextBorderSize; + ImVec2 SeparatorTextAlign; + ImVec2 SeparatorTextPadding; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float DockingSeparatorSize; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; + float HoverStationaryDelay; + float HoverDelayShort; + float HoverDelayNormal; + ImGuiHoveredFlags HoverFlagsForTooltipMouse; + ImGuiHoveredFlags HoverFlagsForTooltipNav; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigNavSwapGamepadButtons; + bool ConfigNavMoveSetMousePos; + bool ConfigNavCaptureKeyboard; + bool ConfigNavEscapeClearFocusItem; + bool ConfigNavEscapeClearFocusWindow; + bool ConfigNavCursorVisibleAuto; + bool ConfigNavCursorVisibleAlways; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigInputTextEnterKeepActive; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + bool ConfigWindowsCopyContentsWithCtrlC; + bool ConfigScrollbarScrollByPage; + float ConfigMemoryCompactTimer; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + bool ConfigErrorRecovery; + bool ConfigErrorRecoveryEnableAssert; + bool ConfigErrorRecoveryEnableDebugLog; + bool ConfigErrorRecoveryEnableTooltip; + bool ConfigDebugIsDebuggerPresent; + bool ConfigDebugHighlightIdConflicts; + bool ConfigDebugHighlightIdConflictsShowItemPicker; + bool ConfigDebugBeginReturnValueOnce; + bool ConfigDebugBeginReturnValueLoop; + bool ConfigDebugIgnoreFocusLoss; + bool ConfigDebugIniSettings; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + ImVec2 MouseDelta; + ImGuiContext* Ctx; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiMouseSource MouseSource; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + ImGuiKeyChord KeyMods; + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + double MouseReleasedTime[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + bool MouseWheelRequestAxisSwap; + bool MouseCtrlLeftAsRightClick; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiID FocusRouteParentWindowId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +struct ImGuiListClipper +{ + ImGuiContext* Ctx; + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + double StartSeekOffsetY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef enum { + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, +}ImGuiMultiSelectFlags_; +typedef struct ImVector_ImGuiSelectionRequest {int Size;int Capacity;ImGuiSelectionRequest* Data;} ImVector_ImGuiSelectionRequest; + +struct ImGuiMultiSelectIO +{ + ImVector_ImGuiSelectionRequest Requests; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; + bool NavIdSelected; + bool RangeSrcReset; + int ItemsCount; +}; +typedef enum { + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, + ImGuiSelectionRequestType_SetRange, +}ImGuiSelectionRequestType; +struct ImGuiSelectionRequest +{ + ImGuiSelectionRequestType Type; + bool Selected; + ImS8 RangeDirection; + ImGuiSelectionUserData RangeFirstItem; + ImGuiSelectionUserData RangeLastItem; +}; +struct ImGuiSelectionBasicStorage +{ + int Size; + bool PreserveOrder; + void* UserData; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); + int _SelectionOrder; + ImGuiStorage _Storage; +}; +struct ImGuiSelectionExternalStorage +{ + void* UserData; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); +}; +typedef unsigned short ImDrawIdx; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; + int UserCallbackDataSize; + int UserCallbackDataOffset; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3, +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + ImDrawListSharedData* _Data; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImU8 _CallbacksDataBuf; + float _FringeScale; + const char* _OwnerName; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImVector_ImDrawListPtr CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + bool MergeMode; + bool PixelSnapH; + int FontNo; + int OversampleH; + int OversampleV; + float SizePixels; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + float GlyphExtraAdvanceX; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + float RasterizerDensity; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; + unsigned short Width, Height; + unsigned int GlyphID : 31; + unsigned int GlyphColored : 1; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2, +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + void* UserData; + bool Locked; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig Sources; + ImVec4 TexUvLines[(32) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImU16 {int Size;int Capacity;ImU16* Data;} ImVector_ImU16; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImU16 IndexLookup; + ImVector_ImFontGlyph Glyphs; + ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + ImFontConfig* Sources; + short SourcesCount; + short EllipsisCharCount; + ImWchar EllipsisChar; + ImWchar FallbackChar; + float EllipsisWidth; + float EllipsisCharStep; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + bool DirtyLookupTables; + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/8192/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_NoAutoMerge = 1 << 9, + ImGuiViewportFlags_TopMost = 1 << 10, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, + ImGuiViewportFlags_IsMinimized = 1 << 12, + ImGuiViewportFlags_IsFocused = 1 << 13, +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformWindowCreated; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + ImWchar Platform_LocaleDecimalPoint; + void* Renderer_RenderState; + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; + void* PlatformHandle; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImGuiTextIndex; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiBoxSelectState; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataTypeInfo; +struct ImGuiDeactivatedItemData; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiErrorRecoveryState; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiInputTextDeactivateData; +struct ImGuiLastItemData; +struct ImGuiLocEntry; +struct ImGuiMenuColumns; +struct ImGuiMultiSelectState; +struct ImGuiMultiSelectTempData; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStyleMod; +struct ImGuiStyleVarInfo; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableHeaderData; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiTreeNodeStackData; +struct ImGuiTypingSelectState; +struct ImGuiTypingSelectRequest; +struct ImGuiWindow; +struct ImGuiWindowDockStyle; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiFocusRequestFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiLogFlags; +typedef int ImGuiNavRenderCursorFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef int ImGuiTypingSelectFlags; +typedef int ImGuiWindowRefreshFlags; +extern ImGuiContext* GImGui; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +typedef ImU32* ImBitArrayPtr; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +typedef struct ImVector_int {int Size;int Capacity;int* Data;} ImVector_int; + +struct ImGuiTextIndex +{ + ImVector_int LineOffsets; + int EndOffset; +}; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + const ImVec4* TexUvLines; + ImFont* Font; + float FontSize; + float FontScale; + float CurveTessellationTol; + float CircleSegmentMaxError; + float InitialFringeScale; + ImDrawListFlags InitialFlags; + ImVec4 ClipRectFullscreen; + ImVector_ImVec2 TempBuffer; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; +}; +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr* Layers[2]; + ImVector_ImDrawListPtr LayerData1; +}; +struct ImGuiStyleVarInfo +{ + ImU32 Count : 8; + ImGuiDataType DataType : 8; + ImU32 Offset : 16; +}; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiDataTypeStorage ImGuiDataTypeStorage; +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_Pointer = ImGuiDataType_COUNT, + ImGuiDataType_ID, +}ImGuiDataTypePrivate_; +typedef enum { + ImGuiItemFlags_Disabled = 1 << 10, + ImGuiItemFlags_ReadOnly = 1 << 11, + ImGuiItemFlags_MixedValue = 1 << 12, + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, + ImGuiItemFlags_AllowOverlap = 1 << 14, + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, + ImGuiItemFlags_NoMarkEdited = 1 << 16, + ImGuiItemFlags_Inputable = 1 << 20, + ImGuiItemFlags_HasSelectionUserData = 1 << 21, + ImGuiItemFlags_IsMultiSelect = 1 << 22, + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, +}ImGuiItemFlagsPrivate_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_Visible = 1 << 8, + ImGuiItemStatusFlags_HasClipRect = 1 << 9, + ImGuiItemStatusFlags_HasShortcut = 1 << 10, +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}ImGuiHoveredFlagsPrivate_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_MergedItem = 1 << 27, + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowOverlap = 1 << 12, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20, +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21, +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29, + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, +}ImGuiFocusRequestFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogFlags_None = 0, + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}ImGuiLogFlags_; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}ImGuiPlotType; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +typedef struct ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState; +struct ImGuiInputTextDeactivatedState +{ + ImGuiID ID; + ImVector_char TextA; +}; struct STB_TexteditState; +typedef STB_TexteditState ImStbTexteditState; +struct ImGuiInputTextState +{ + ImGuiContext* Ctx; + ImStbTexteditState* Stb; + ImGuiInputTextFlags Flags; + ImGuiID ID; + int TextLen; + const char* TextSrc; + ImVector_char TextA; + ImVector_char TextToRevertTo; + ImVector_char CallbackTextBackup; + int BufCapacity; + ImVec2 Scroll; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + bool WantReloadUserBuf; + int ReloadSelectionStart; + int ReloadSelectionEnd; +}; +typedef enum { + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, +}ImGuiWindowRefreshFlags_; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, + ImGuiNextWindowDataFlags_HasViewport = 1 << 11, + ImGuiNextWindowDataFlags_HasDock = 1 << 12, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13, +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags HasFlags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlags; + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; + ImGuiWindowRefreshFlags RefreshFlagsVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; + ImGuiItemFlags ItemFlags; + ImGuiID FocusScopeId; + ImGuiSelectionUserData SelectionUserData; + float Width; + ImGuiKeyChord Shortcut; + ImGuiInputFlags ShortcutFlags; + bool OpenVal; + ImU8 OpenCond; + ImGuiDataTypeStorage RefVal; + ImGuiID StorageId; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; + ImRect ClipRect; + ImGuiKeyChord Shortcut; +}; +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; + ImRect NavRect; +}; +struct ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; + bool DisabledOverrideReenable; + float DisabledOverrideReenableAlphaBackup; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}ImGuiPopupPositionPolicy; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* RestoreNavWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; ImGuiMouseSource MouseSource; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef ImS16 ImGuiKeyRoutingIndex; +typedef struct ImGuiKeyRoutingData ImGuiKeyRoutingData; +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingCurrScore; + ImU8 RoutingNextScore; + ImGuiID RoutingCurr; + ImGuiID RoutingNext; +}; +typedef struct ImGuiKeyRoutingTable ImGuiKeyRoutingTable; +typedef struct ImVector_ImGuiKeyRoutingData {int Size;int Capacity;ImGuiKeyRoutingData* Data;} ImVector_ImGuiKeyRoutingData; + +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; + ImVector_ImGuiKeyRoutingData Entries; + ImVector_ImGuiKeyRoutingData EntriesNext; +}; +typedef struct ImGuiKeyOwnerData ImGuiKeyOwnerData; +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; + bool LockUntilRelease; +}; +typedef enum { + ImGuiInputFlags_RepeatRateDefault = 1 << 1, + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, + ImGuiInputFlags_LockThisFrame = 1 << 20, + ImGuiInputFlags_LockUntilRelease = 1 << 21, + ImGuiInputFlags_CondHovered = 1 << 22, + ImGuiInputFlags_CondActive = 1 << 23, + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}ImGuiInputFlagsPrivate_; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2, + ImGuiActivateFlags_FromTabbing = 1 << 3, + ImGuiActivateFlags_FromShortcut = 1 << 4, +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +}ImGuiNavRenderCursorFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_IsTabbing = 1 << 10, + ImGuiNavMoveFlags_IsPageMove = 1 << 11, + ImGuiNavMoveFlags_Activate = 1 << 12, + ImGuiNavMoveFlags_NoSelect = 1 << 13, + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags ItemFlags; + float DistBox; + float DistCenter; + float DistAxial; + ImGuiSelectionUserData SelectionUserData; +}; +typedef struct ImGuiFocusScopeData ImGuiFocusScopeData; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; +typedef enum { + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, +}ImGuiTypingSelectFlags_; +struct ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; + int SearchBufferLen; + const char* SearchBuffer; + bool SelectRequest; + bool SingleCharMode; + ImS8 SingleCharSize; +}; +struct ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; + char SearchBuffer[64]; + ImGuiID FocusScope; + int LastRequestFrame; + float LastRequestTime; + bool SingleCharModeLock; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +struct ImGuiBoxSelectState +{ + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; + ImVec2 StartPosRel; + ImVec2 EndPosRel; + ImVec2 ScrollAccum; + ImGuiWindow* Window; + bool UnclipMode; + ImRect UnclipRect; + ImRect BoxSelectRectPrev; + ImRect BoxSelectRectCurr; +}; +struct ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; + bool IsEndIO; + bool IsFocused; + bool IsKeyboardSetRange; + bool NavIdPassedBy; + bool RangeSrcPassedBy; + bool RangeDstPassedBy; +}; +struct ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; + int LastSelectionSize; + ImS8 RangeSelected; + ImS8 NavIdSelected; + ImGuiSelectionUserData RangeSrcItem; + ImGuiSelectionUserData NavIdItem; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoResizeX = 1 << 16, + ImGuiDockNodeFlags_NoResizeY = 1 << 17, + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiID RefViewportId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + ImGuiWindow* Window; + int Idx; + int LastFrameActive; + int LastFocusedStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; + float LastAlpha; + bool LastFocusedHadNavWindow; + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; + ImDrawList* BgFgDrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkInsetMin; + ImVec2 WorkInsetMax; + ImVec2 BuildWorkInsetMin; + ImVec2 BuildWorkInsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool IsChild; + bool WantApply; + bool WantDelete; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { +ImGuiLocKey_VersionStr=0, +ImGuiLocKey_TableSizeOne=1, +ImGuiLocKey_TableSizeAllFit=2, +ImGuiLocKey_TableSizeAllDefault=3, +ImGuiLocKey_TableResetOrder=4, +ImGuiLocKey_WindowingMainMenuBar=5, +ImGuiLocKey_WindowingPopup=6, +ImGuiLocKey_WindowingUntitled=7, +ImGuiLocKey_OpenLink_s=8, +ImGuiLocKey_CopyLink=9, +ImGuiLocKey_DockingHideTabBar=10, +ImGuiLocKey_DockingHoldShiftToDock=11, +ImGuiLocKey_DockingDragToUndockOrMoveNode=12, +ImGuiLocKey_COUNT=13, +}ImGuiLocKey; +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, +}ImGuiDebugLogFlags_; +typedef struct ImGuiDebugAllocEntry ImGuiDebugAllocEntry; +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; +typedef struct ImGuiDebugAllocInfo ImGuiDebugAllocInfo; +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; + int TotalFreeCount; + ImS16 LastEntriesIdx; + ImGuiDebugAllocEntry LastEntriesBuf[6]; +}; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowIDStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowTextEncodingViewer; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + int HighlightMonitorIdx; + ImGuiID HighlightViewportID; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiIDStackTool ImGuiIDStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + ImGuiTextBuffer ResultPathBuf; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiFocusScopeData {int Size;int Capacity;ImGuiFocusScopeData* Data;} ImVector_ImGuiFocusScopeData; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiTreeNodeStackData {int Size;int Capacity;ImGuiTreeNodeStackData* Data;} ImVector_ImGuiTreeNodeStackData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiMultiSelectTempData {int Size;int Capacity;ImGuiMultiSelectTempData* Data;} ImVector_ImGuiMultiSelectTempData; + +typedef struct ImVector_ImGuiMultiSelectState {int Size;int Capacity;ImGuiMultiSelectState* Data;} ImVector_ImGuiMultiSelectState; + +typedef struct ImPool_ImGuiMultiSelectState {ImVector_ImGuiMultiSelectState Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiMultiSelectState; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + float FontScale; + float CurrentDpiScale; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + char ContextName[16]; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + float WindowsBorderHoverPadding; + ImGuiID DebugBreakInWindow; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* HoveredWindowBeforeClear; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + ImGuiID DebugDrawIdConflicts; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; + bool ItemUnclipByLog; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; + ImGuiID LastActiveId; + float LastActiveIdTimer; + double LastKeyModsChangeTime; + double LastKeyModsChangeFromNoneTime; + double LastKeyboardKeyPressTime; + ImBitArrayForNamedKeys KeysMayBeCharInput; + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; + bool ActiveIdUsingAllKeyboardKeys; + ImGuiKeyChord DebugBreakInShortcutRouting; + ImGuiID CurrentFocusScopeId; + ImGuiItemFlags CurrentItemFlags; + ImGuiID DebugLocateId; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + bool DebugShowGroupRects; + ImGuiCol DebugFlashStyleColorIdx; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiFocusScopeData FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + ImVector_ImGuiTreeNodeStackData TreeNodeStack; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + ImRect PlatformMonitorsFullWorkRect; + int ViewportCreatedCount; + int PlatformWindowsCreatedCount; + int ViewportFocusedStampCount; + bool NavCursorVisible; + bool NavHighlightItemUnderNav; + bool NavMousePosDirty; + bool NavIdIsAlive; + ImGuiID NavId; + ImGuiWindow* NavWindow; + ImGuiID NavFocusScopeId; + ImGuiNavLayer NavLayer; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiActivateFlags NavActivateFlags; + ImVector_ImGuiFocusScopeData NavFocusRoute; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiSelectionUserData NavLastValidSelectionUserData; + ImS8 NavCursorHideFrames; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiID NavJustMovedFromFocusScopeId; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; + bool NavJustMovedToHasSelectionData; + ImGuiKeyChord ConfigNavWindowingKeyNext; + ImGuiKeyChord ConfigNavWindowingKeyPrev; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + float DimBgRatio; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImRect DragDropTargetClipRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; + ImVector_ImGuiMultiSelectTempData MultiSelectTempData; + ImPool_ImGuiMultiSelectState MultiSelectStorage; + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; + float HoverItemDelayClearTimer; + ImGuiID HoverItemUnlockedStationaryId; + ImGuiID HoverWindowUnlockedStationaryId; + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiDataTypeStorage DataTypeZeroValue; + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; + ImGuiID ColorEditCurrentID; + ImGuiID ColorEditSavedID; + float ColorEditSavedHue; + float ColorEditSavedSat; + ImU32 ColorEditSavedColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; + float ScrollbarClickDeltaToGrabCenter; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiTypingSelectState TypingSelectState; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + const char* LocalizationTable[ImGuiLocKey_COUNT]; + bool LogEnabled; + ImGuiLogFlags LogFlags; + ImGuiWindow* LogWindow; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiErrorCallback ErrorCallback; + void* ErrorCallbackUserData; + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; + ImGuiErrorRecoveryState StackSizesInNewFrame; + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; + int DebugDrawIdConflictsCount; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; + bool DebugBreakInLocateId; + ImGuiKeyChord DebugBreakKeyChord; + ImS8 DebugBeginReturnValueCullDepth; + bool DebugItemPickerActive; + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; + float FramerateSecPerFrame[60]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; + char TempKeychordName[64]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + bool NavIsScrollPushableX; + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeHasStackDataDepthMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + ImU32 ModalDimBgColor; + ImGuiItemStatusFlags WindowItemStatusFlags; + ImGuiItemStatusFlags ChildItemStatusFlags; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + ImGuiContext* Ctx; + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiChildFlags ChildFlags; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + float TitleBarHeight, MenuBarHeight; + float DecoOuterSizeX1, DecoOuterSizeY1; + float DecoOuterSizeX2, DecoOuterSizeY2; + float DecoInnerSizeX1, DecoInnerSizeY1; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImGuiID PopupId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ScrollbarXStabilizeEnabled; + ImU8 ScrollbarXStabilizeToggledHistory; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool SkipRefresh; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHovered; + signed char ResizeBorderHeld; + short BeginCount; + short BeginCountPreviousFrame; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontWindowScaleParents; + float FontDpiScale; + float FontRefSize; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* ParentWindowForFocusRoute; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; + ImGuiID NavRootFocusScopeId; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Invisible = 1 << 22, + ImGuiTabItemFlags_Unsorted = 1 << 23, +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float WidthMax; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; + float LastTopHeadersRowHeight; + float LastFrozenHeight; + int HoveredRowLast; + int HoveredRowNext; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImBitArrayPtr EnabledMaskByDisplayOrder; + ImBitArrayPtr EnabledMaskByIndex; + ImBitArrayPtr VisibleMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowCellPaddingY; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + float AngledHeadersHeight; + float AngledHeadersSlope; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx AngledHeadersCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx HighlightColumnHeader; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool DisableDefaultContextMenu; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; + bool HasScrollbarYPrev; + bool MemoryCompacted; + bool HostSkipItems; +}; +typedef struct ImVector_ImGuiTableHeaderData {int Size;int Capacity;ImGuiTableHeaderData* Data;} ImVector_ImGuiTableHeaderData; + +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + float AngledHeadersExtraWidth; + ImVector_ImGuiTableHeaderData AngledHeadersRequests; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImS8 IsEnabled : 2; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#ifdef IMGUI_ENABLE_FREETYPE +struct ImFontAtlas; +struct ImFontBuilderIO; +typedef enum { + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 +}ImGuiFreeTypeBuilderFlags; +#endif +#define IMGUI_HAS_DOCK 1 + +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiMultiSelectState; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiDockNodeSettings; +typedef ImVector ImVector_ImGuiDockRequest; +typedef ImVector ImVector_ImGuiFocusScopeData; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiKeyRoutingData; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiMultiSelectTempData; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPlatformMonitor; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSelectionRequest; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableHeaderData; +typedef ImVector ImVector_ImGuiTableInstanceData; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiTreeNodeStackData; +typedef ImVector ImVector_ImGuiViewportPtr; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU16; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_const_charPtr; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO_Nil(void); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO_Nil(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowIDStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPushStyleVarX(ImGuiStyleVar idx,float val_x); +CIMGUI_API void igPushStyleVarY(ImGuiStyleVar idx,float val_y); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col,float alpha_mul); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API ImGuiID igGetID_Int(int int_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API void igSeparatorText(const char* label); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igTextLink(const char* label); +CIMGUI_API void igTextLinkOpenURL(const char* label,const char* url); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1); +CIMGUI_API void igImageWithBg(ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igImageButton(const char* str_id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API void igSetNextItemStorageID(ImGuiID storage_id); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API ImGuiMultiSelectIO* igBeginMultiSelect(ImGuiMultiSelectFlags flags,int selection_size,int items_count); +CIMGUI_API ImGuiMultiSelectIO* igEndMultiSelect(void); +CIMGUI_API void igSetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnStrPtr(const char* label,int* current_item,const char*(*getter)(void* user_data,int idx),void* user_data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API bool igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginItemTooltip(void); +CIMGUI_API void igSetItemTooltip(const char* fmt,...); +CIMGUI_API void igSetItemTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int columns,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableAngledHeadersRow(void); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool borders); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID dockspace_id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(ImGuiID dockspace_id,const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogText(const char* fmt,...); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API void igSetNavCursorVisible(bool visible); +CIMGUI_API void igSetNextItemAllowOverlap(void); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed_Bool(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased_Nil(ImGuiKey key); +CIMGUI_API bool igIsKeyChordPressed_Nil(ImGuiKeyChord key_chord); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igShortcut_Nil(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetNextItemShortcut(ImGuiKeyChord key_chord,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_Nil(ImGuiKey key); +CIMGUI_API bool igIsMouseDown_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked_Bool(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked_Nil(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseReleasedWithDelay(ImGuiMouseButton button,float delay); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API void igDebugFlashStyleColor(ImGuiCol idx); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wheel_x,float wheel_y); +CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self,ImGuiMouseSource source); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_resize(ImGuiTextBuffer* self,int size); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self,int item_index); +CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self,int item_begin,int item_end); +CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self,int item_index); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImGuiSelectionBasicStorage* ImGuiSelectionBasicStorage_ImGuiSelectionBasicStorage(void); +CIMGUI_API void ImGuiSelectionBasicStorage_destroy(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API bool ImGuiSelectionBasicStorage_Contains(ImGuiSelectionBasicStorage* self,ImGuiID id); +CIMGUI_API void ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self); +CIMGUI_API void ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self,ImGuiSelectionBasicStorage* r); +CIMGUI_API void ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self,ImGuiID id,bool selected); +CIMGUI_API bool ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self,void** opaque_it,ImGuiID* out_id); +CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self,int idx); +CIMGUI_API ImGuiSelectionExternalStorage* ImGuiSelectionExternalStorage_ImGuiSelectionExternalStorage(void); +CIMGUI_API void ImGuiSelectionExternalStorage_destroy(ImGuiSelectionExternalStorage* self); +CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self,ImGuiMultiSelectIO* ms_io); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddEllipse(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddEllipseFilled(ImDrawList* self,const ImVec2 center,const ImVec2 radius,ImU32 col,float rot,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddConcavePolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathFillConcave(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathEllipticalArcTo(ImDrawList* self,const ImVec2 center,const ImVec2 radius,float rot,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* userdata,size_t userdata_size); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API void ImDrawList__SetTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_data_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImGuiID seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImGuiID seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API unsigned int igImCountSetBits(unsigned int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStrbol(const char* buf_mid_line,const char* buf_begin); +CIMGUI_API char igImToUpper(char c); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API bool igImCharIsXdigitA(char c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API const char* igImTextFindPreviousUtf8Codepoint(const char* in_text_start,const char* in_text_curr); +CIMGUI_API int igImTextCountLines(const char* in_text,const char* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,const ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImTrunc_Float(float f); +CIMGUI_API void igImTrunc_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API float igImLinearRemapClamp(float s0,float s1,float d0,float d1,float x); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API float igImExponentialMovingAverage(float avg,float sample,int n); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API bool igImTriangleIsClockwise(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_ContainsWithPad(ImRect* self,const ImVec2 p,const ImVec2 pad); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API size_t igImBitArrayGetStorageSizeInBytes(int bitcount); +CIMGUI_API void igImBitArrayClearAllBits(ImU32* arr,int bitcount); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API void ImGuiTextIndex_clear(ImGuiTextIndex* self); +CIMGUI_API int ImGuiTextIndex_size(ImGuiTextIndex* self); +CIMGUI_API const char* ImGuiTextIndex_get_line_begin(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API const char* ImGuiTextIndex_get_line_end(ImGuiTextIndex* self,const char* base,int n); +CIMGUI_API void ImGuiTextIndex_append(ImGuiTextIndex* self,const char* base,int old_size,int new_size); +CIMGUI_API ImGuiStoragePair* igImLowerBound(ImGuiStoragePair* in_begin,ImGuiStoragePair* in_end,ImGuiID key); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API ImDrawDataBuilder* ImDrawDataBuilder_ImDrawDataBuilder(void); +CIMGUI_API void ImDrawDataBuilder_destroy(ImDrawDataBuilder* self); +CIMGUI_API void* ImGuiStyleVarInfo_GetVarPtr(ImGuiStyleVarInfo* self,void* parent); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextDeactivatedState* ImGuiInputTextDeactivatedState_ImGuiInputTextDeactivatedState(void); +CIMGUI_API void ImGuiInputTextDeactivatedState_destroy(ImGuiInputTextDeactivatedState* self); +CIMGUI_API void ImGuiInputTextDeactivatedState_ClearFreeMemory(ImGuiInputTextDeactivatedState* self); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_OnCharPressed(ImGuiInputTextState* self,unsigned int c); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndSelectAll(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndKeepSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ReloadUserBufAndMoveToEnd(ImGuiInputTextState* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiErrorRecoveryState* ImGuiErrorRecoveryState_ImGuiErrorRecoveryState(void); +CIMGUI_API void ImGuiErrorRecoveryState_destroy(ImGuiErrorRecoveryState* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiKeyRoutingData* ImGuiKeyRoutingData_ImGuiKeyRoutingData(void); +CIMGUI_API void ImGuiKeyRoutingData_destroy(ImGuiKeyRoutingData* self); +CIMGUI_API ImGuiKeyRoutingTable* ImGuiKeyRoutingTable_ImGuiKeyRoutingTable(void); +CIMGUI_API void ImGuiKeyRoutingTable_destroy(ImGuiKeyRoutingTable* self); +CIMGUI_API void ImGuiKeyRoutingTable_Clear(ImGuiKeyRoutingTable* self); +CIMGUI_API ImGuiKeyOwnerData* ImGuiKeyOwnerData_ImGuiKeyOwnerData(void); +CIMGUI_API void ImGuiKeyOwnerData_destroy(ImGuiKeyOwnerData* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiTypingSelectState* ImGuiTypingSelectState_ImGuiTypingSelectState(void); +CIMGUI_API void ImGuiTypingSelectState_destroy(ImGuiTypingSelectState* self); +CIMGUI_API void ImGuiTypingSelectState_Clear(ImGuiTypingSelectState* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiBoxSelectState* ImGuiBoxSelectState_ImGuiBoxSelectState(void); +CIMGUI_API void ImGuiBoxSelectState_destroy(ImGuiBoxSelectState* self); +CIMGUI_API ImGuiMultiSelectTempData* ImGuiMultiSelectTempData_ImGuiMultiSelectTempData(void); +CIMGUI_API void ImGuiMultiSelectTempData_destroy(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_Clear(ImGuiMultiSelectTempData* self); +CIMGUI_API void ImGuiMultiSelectTempData_ClearIO(ImGuiMultiSelectTempData* self); +CIMGUI_API ImGuiMultiSelectState* ImGuiMultiSelectState_ImGuiMultiSelectState(void); +CIMGUI_API void ImGuiMultiSelectState_destroy(ImGuiMultiSelectState* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 inset_min,const ImVec2 inset_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiDebugAllocInfo* ImGuiDebugAllocInfo_ImGuiDebugAllocInfo(void); +CIMGUI_API void ImGuiDebugAllocInfo_destroy(ImGuiDebugAllocInfo* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiIDStackTool* ImGuiIDStackTool_ImGuiIDStackTool(void); +CIMGUI_API void ImGuiIDStackTool_destroy(ImGuiIDStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromPos(ImGuiWindow* self,const ImVec2 p_abs); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiIO* igGetIO_ContextPtr(ImGuiContext* ctx); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO_ContextPtr(ImGuiContext* ctx); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igUpdateWindowSkipRefresh(ImGuiWindow* window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igSetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); +CIMGUI_API void igSetWindowParentWindowForFocusRoute(ImGuiWindow* window,ImGuiWindow* parent_window); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowPosAbsToRel(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igWindowPosRelToAbs(ImVec2 *pOut,ImGuiWindow* window,const ImVec2 p); +CIMGUI_API void igFocusWindow(ImGuiWindow* window,ImGuiFocusRequestFlags flags); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window,ImGuiViewport* filter_viewport,ImGuiFocusRequestFlags flags); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API void igPushPasswordFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igAddDrawListToDrawDataEx(ImDrawData* draw_data,ImVector_ImDrawListPtr* out_list,ImDrawList* draw_list); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igFindHoveredWindowEx(const ImVec2 pos,bool find_first_and_in_any_viewport,ImGuiWindow** out_hovered_window,ImGuiWindow** out_hovered_window_under_moving_window); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos,const ImVec2 old_size,const ImVec2 new_size); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByID(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettingsByWindow(ImGuiWindow* window); +CIMGUI_API void igClearWindowSettings(const char* name); +CIMGUI_API void igLocalizeRegisterEntries(const ImGuiLocEntry* entries,int count); +CIMGUI_API const char* igLocalizeGetMsg(ImGuiLocKey key); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed_Str(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API ImGuiID igGetIDWithSeed_Int(int n,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id,ImGuiItemFlags item_flags); +CIMGUI_API bool igIsWindowContentHoverable(ImGuiWindow* window,ImGuiHoveredFlags flags); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags item_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API const ImGuiStyleVarInfo* igGetStyleVarInfo(ImGuiStyleVar idx); +CIMGUI_API void igBeginDisabledOverrideReenable(void); +CIMGUI_API void igEndDisabledOverrideReenable(void); +CIMGUI_API void igLogBegin(ImGuiLogFlags flags,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,ImGuiChildFlags child_flags,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginPopupMenuEx(ImGuiID id,const char* label,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API ImGuiWindow* igFindBlockingModal(ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API bool igBeginTooltipHidden(void); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result,ImGuiTreeNodeStackData* tree_node_data); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API void igNavHighlightActivated(ImGuiID id); +CIMGUI_API void igNavClearPreferredPosForAxis(ImGuiAxis axis); +CIMGUI_API void igSetNavCursorVisibleAfterMove(void); +CIMGUI_API void igNavUpdateCurrentWindowIsScrollPushableX(void); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igSetNavFocusScope(ImGuiID focus_scope_id); +CIMGUI_API void igFocusItem(void); +CIMGUI_API void igActivateItemByID(ImGuiID id); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsNamedKeyOrMod(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsKeyboardKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API bool igIsMouseKey(ImGuiKey key); +CIMGUI_API bool igIsAliasKey(ImGuiKey key); +CIMGUI_API bool igIsLRModKey(ImGuiKey key); +CIMGUI_API ImGuiKeyChord igFixupKeyChord(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igConvertSingleModFlagToKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_ContextPtr(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData_Key(ImGuiKey key); +CIMGUI_API const char* igGetKeyChordName(ImGuiKeyChord key_chord); +CIMGUI_API ImGuiKey igMouseButtonToKey(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetKeyMagnitude2d(ImVec2 *pOut,ImGuiKey key_left,ImGuiKey key_right,ImGuiKey key_up,ImGuiKey key_down); +CIMGUI_API float igGetNavTweakPressedAmount(ImGuiAxis axis); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igGetTypematicRepeatRate(ImGuiInputFlags flags,float* repeat_delay,float* repeat_rate); +CIMGUI_API void igTeleportMousePos(const ImVec2 pos); +CIMGUI_API void igSetActiveIdUsingAllKeyboardKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API ImGuiID igGetKeyOwner(ImGuiKey key); +CIMGUI_API void igSetKeyOwner(ImGuiKey key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetKeyOwnersForKeyChord(ImGuiKeyChord key,ImGuiID owner_id,ImGuiInputFlags flags); +CIMGUI_API void igSetItemKeyOwner_InputFlags(ImGuiKey key,ImGuiInputFlags flags); +CIMGUI_API bool igTestKeyOwner(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API ImGuiKeyOwnerData* igGetKeyOwnerData(ImGuiContext* ctx,ImGuiKey key); +CIMGUI_API bool igIsKeyDown_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyPressed_InputFlags(ImGuiKey key,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsKeyReleased_ID(ImGuiKey key,ImGuiID owner_id); +CIMGUI_API bool igIsKeyChordPressed_InputFlags(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDown_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseClicked_InputFlags(ImGuiMouseButton button,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igIsMouseReleased_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igIsMouseDoubleClicked_ID(ImGuiMouseButton button,ImGuiID owner_id); +CIMGUI_API bool igShortcut_ID(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igSetShortcutRouting(ImGuiKeyChord key_chord,ImGuiInputFlags flags,ImGuiID owner_id); +CIMGUI_API bool igTestShortcutRouting(ImGuiKeyChord key_chord,ImGuiID owner_id); +CIMGUI_API ImGuiKeyRoutingData* igGetShortcutRoutingData(ImGuiKeyChord key_chord); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API void igDockContextProcessUndockWindow(ImGuiContext* ctx,ImGuiWindow* window,bool clear_persistent_docking_ref); +CIMGUI_API void igDockContextProcessUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload_window,ImGuiDockNode* payload_node,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API ImGuiDockNode* igDockContextFindNodeByID(ImGuiContext* ctx,ImGuiID id); +CIMGUI_API void igDockNodeWindowMenuHandler_Default(ImGuiContext* ctx,ImGuiDockNode* node,ImGuiTabBar* tab_bar); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetCurrentFocusScope(void); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igRenderDragDropTargetRect(const ImRect bb,const ImRect item_clip_rect); +CIMGUI_API ImGuiTypingSelectRequest* igGetTypingSelectRequest(ImGuiTypingSelectFlags flags); +CIMGUI_API int igTypingSelectFindMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data,int nav_item_idx); +CIMGUI_API int igTypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req,int items_count,const char*(*get_item_name_func)(void*,int),void* user_data); +CIMGUI_API bool igBeginBoxSelect(const ImRect scope_rect,ImGuiWindow* window,ImGuiID box_select_id,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igEndBoxSelect(const ImRect scope_rect,ImGuiMultiSelectFlags ms_flags); +CIMGUI_API void igMultiSelectItemHeader(ImGuiID id,bool* p_selected,ImGuiButtonFlags* p_button_flags); +CIMGUI_API void igMultiSelectItemFooter(ImGuiID id,bool* p_selected,bool* p_pressed); +CIMGUI_API void igMultiSelectAddSetAll(ImGuiMultiSelectTempData* ms,bool selected); +CIMGUI_API void igMultiSelectAddSetRange(ImGuiMultiSelectTempData* ms,bool selected,int range_dir,ImGuiSelectionUserData first_item,ImGuiSelectionUserData last_item); +CIMGUI_API ImGuiBoxSelectState* igGetBoxSelectState(ImGuiID id); +CIMGUI_API ImGuiMultiSelectState* igGetMultiSelectState(ImGuiID id); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredRow(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API float igTableGetHeaderAngledMaxLabelWidth(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API void igTableAngledHeadersRowEx(ImGuiID row_id,float angle,float max_label_width,const ImGuiTableHeaderData* data,int data_count); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawDefaultContextMenu(ImGuiTable* table,ImGuiTableFlags flags_for_section_to_display); +CIMGUI_API bool igTableBeginContextMenuPopup(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API ImGuiID igTableGetInstanceID(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableCalcMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API ImGuiTabBar* igGetCurrentTabBar(void); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByOrder(ImGuiTabBar* tab_bar,int order); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API ImGuiTabItem* igTabBarGetCurrentTab(ImGuiTabBar* tab_bar); +CIMGUI_API int igTabBarGetTabOrder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API const char* igTabBarGetTabName(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_TabItemPtr(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueFocus_Str(ImGuiTabBar* tab_bar,const char* tab_name); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemSpacing(const char* str_id,ImGuiTabItemFlags flags,float width); +CIMGUI_API void igTabItemCalcSize_Str(ImVec2 *pOut,const char* label,bool has_close_button_or_unsaved_marker); +CIMGUI_API void igTabItemCalcSize_WindowPtr(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool borders,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavCursor(const ImRect bb,ImGuiID id,ImGuiNavRenderCursorFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID user_texture_id,const ImVec2 image_size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 bg_col,const ImVec4 tint_col,ImGuiButtonFlags flags); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags,float thickness); +CIMGUI_API void igSeparatorTextEx(ImGuiID id,const char* label,const char* label_end,float extra_width); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags draw_rounding_flags); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API bool igTreeNodeGetOpen(ImGuiID storage_id); +CIMGUI_API void igTreeNodeSetOpen(ImGuiID storage_id,bool open); +CIMGUI_API bool igTreeNodeUpdateNextOpen(ImGuiID storage_id,ImGuiTreeNodeFlags flags); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format,void* p_data_when_empty); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igDataTypeIsZero(ImGuiDataType data_type,const void* p_data); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API void igInputTextDeactivateHook(ImGuiID id); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igSetNextItemRefVal(ImGuiDataType data_type,void* p_data); +CIMGUI_API bool igIsItemActiveAsInputText(void); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,const ImVec2 size_arg); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igShadeVertsTransformPos(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 pivot_in,float cos_a,float sin_a,const ImVec2 pivot_out); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API bool igErrorLog(const char* msg); +CIMGUI_API void igErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); +CIMGUI_API void igErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); +CIMGUI_API void igErrorCheckUsingSetCursorPosToExtendParentBoundaries(void); +CIMGUI_API void igErrorCheckEndFrameFinalizeErrorTooltip(void); +CIMGUI_API bool igBeginErrorTooltip(void); +CIMGUI_API void igEndErrorTooltip(void); +CIMGUI_API void igDebugAllocHook(ImGuiDebugAllocInfo* info,int frame_count,void* ptr,size_t size); +CIMGUI_API void igDebugDrawCursorPos(ImU32 col); +CIMGUI_API void igDebugDrawLineExtents(ImU32 col); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugTextUnformattedWithLocateItem(const char* line_begin,const char* line_end); +CIMGUI_API void igDebugLocateItem(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemOnHover(ImGuiID target_id); +CIMGUI_API void igDebugLocateItemResolveWithLastItem(void); +CIMGUI_API void igDebugBreakClearData(void); +CIMGUI_API bool igDebugBreakButton(const char* label,const char* description_of_location); +CIMGUI_API void igDebugBreakButtonTooltip(bool keyboard_only,const char* description_of_location); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeTypingSelectState(ImGuiTypingSelectState* state); +CIMGUI_API void igDebugNodeMultiSelectState(ImGuiMultiSelectState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor,const char* label,int idx); +CIMGUI_API void igDebugRenderKeyboardPreview(ImDrawList* draw_list); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* src,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); +CIMGUI_API void igImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src,int* out_oversample_h,int* out_oversample_v); +CIMGUI_API bool igImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas,ImGuiMouseCursor cursor_type,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +#ifdef IMGUI_ENABLE_FREETYPE +CIMGUI_API const ImFontBuilderIO* ImGuiFreeType_GetBuilderForFreeType(void); +CIMGUI_API void ImGuiFreeType_SetAllocatorFunctions(void*(*alloc_func)(size_t sz,void* user_data),void(*free_func)(void* ptr,void* user_data),void* user_data); +#endif + + +/////////////////////////hand written functions +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(ImGuiTextBuffer *self, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + +#ifdef IMGUI_HAS_DOCK +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)); +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)); +#endif + +#endif //CIMGUI_INCLUDED + + + + diff --git a/lib/cimgui/cimgui/imgui/cimgui2.h b/lib/cimgui/cimgui/imgui/cimgui2.h new file mode 100644 index 0000000..1e2399d --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui2.h @@ -0,0 +1,4146 @@ +#define EXTERN extern +#define CIMGUI_API EXTERN +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#include +#include +#include + +#include +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS 1 + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef int ImVector_int; + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformIO ImGuiPlatformIO; +typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImGuiWindowClass ImGuiWindowClass; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiDockContext ImGuiDockContext; +typedef struct ImGuiDockRequest ImGuiDockRequest; +typedef struct ImGuiDockNode ImGuiDockNode; +typedef struct ImGuiDockNodeSettings ImGuiDockNodeSettings; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStackSizes ImGuiStackSizes; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableInstanceData ImGuiTableInstanceData; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +typedef struct ImVector_const_charPtr {int Size;int Capacity;const char** Data;} ImVector_const_charPtr; + +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformIO; +struct ImGuiPlatformMonitor; +struct ImGuiPlatformImeData; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +struct ImGuiWindowClass; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiDir; +typedef int ImGuiKey; +typedef int ImGuiNavInput; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiSortDirection; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDockNodeFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiModFlags; +typedef int ImGuiPopupFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef void* ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +typedef unsigned short ImWchar16; +typedef unsigned int ImWchar32; +typedef ImWchar16 ImWchar; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, + ImGuiWindowFlags_NoNavInputs = 1 << 18, + ImGuiWindowFlags_NoNavFocus = 1 << 19, + ImGuiWindowFlags_UnsavedDocument = 1 << 20, + ImGuiWindowFlags_NoDocking = 1 << 21, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NavFlattened = 1 << 23, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28, + ImGuiWindowFlags_DockNodeHost = 1 << 29 +}ImGuiWindowFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsUppercase = 1 << 2, + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, + ImGuiInputTextFlags_CallbackHistory = 1 << 7, + ImGuiInputTextFlags_CallbackAlways = 1 << 8, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, + ImGuiInputTextFlags_AllowTabInput = 1 << 10, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, + ImGuiInputTextFlags_ReadOnly = 1 << 14, + ImGuiInputTextFlags_Password = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_CharsScientific = 1 << 17, + ImGuiInputTextFlags_CallbackResize = 1 << 18, + ImGuiInputTextFlags_CallbackEdit = 1 << 19 +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, + ImGuiPopupFlags_AnyPopupId = 1 << 7, + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7 +}ImGuiTabItemFlags_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0 +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3 +}ImGuiTableBgTarget_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_DockHierarchy = 1 << 4, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_DockHierarchy = 1 << 4, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, + ImGuiHoveredFlags_NoNavOverride = 1 << 10, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, + ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, + ImGuiDockNodeFlags_NoSplit = 1 << 4, + ImGuiDockNodeFlags_NoResize = 1 << 5, + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 +}ImGuiDockNodeFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}ImGuiDir_; +typedef enum { + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, + ImGuiSortDirection_Descending = 2 +}ImGuiSortDirection_; +typedef enum { + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, + ImGuiKey_Comma, + ImGuiKey_Minus, + ImGuiKey_Period, + ImGuiKey_Slash, + ImGuiKey_Semicolon, + ImGuiKey_Equal, + ImGuiKey_LeftBracket, + ImGuiKey_Backslash, + ImGuiKey_RightBracket, + ImGuiKey_GraveAccent, + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_GamepadStart, + ImGuiKey_GamepadBack, + ImGuiKey_GamepadFaceUp, + ImGuiKey_GamepadFaceDown, + ImGuiKey_GamepadFaceLeft, + ImGuiKey_GamepadFaceRight, + ImGuiKey_GamepadDpadUp, + ImGuiKey_GamepadDpadDown, + ImGuiKey_GamepadDpadLeft, + ImGuiKey_GamepadDpadRight, + ImGuiKey_GamepadL1, + ImGuiKey_GamepadR1, + ImGuiKey_GamepadL2, + ImGuiKey_GamepadR2, + ImGuiKey_GamepadL3, + ImGuiKey_GamepadR3, + ImGuiKey_GamepadLStickUp, + ImGuiKey_GamepadLStickDown, + ImGuiKey_GamepadLStickLeft, + ImGuiKey_GamepadLStickRight, + ImGuiKey_GamepadRStickUp, + ImGuiKey_GamepadRStickDown, + ImGuiKey_GamepadRStickLeft, + ImGuiKey_GamepadRStickRight, + ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper, + ImGuiKey_COUNT, + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, + ImGuiKey_KeysData_OFFSET = 0 +}ImGuiKey_; +typedef enum { + ImGuiModFlags_None = 0, + ImGuiModFlags_Ctrl = 1 << 0, + ImGuiModFlags_Shift = 1 << 1, + ImGuiModFlags_Alt = 1 << 2, + ImGuiModFlags_Super = 1 << 3 +}ImGuiModFlags_; +typedef enum { + ImGuiNavInput_Activate, + ImGuiNavInput_Cancel, + ImGuiNavInput_Input, + ImGuiNavInput_Menu, + ImGuiNavInput_DpadLeft, + ImGuiNavInput_DpadRight, + ImGuiNavInput_DpadUp, + ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, + ImGuiNavInput_LStickRight, + ImGuiNavInput_LStickUp, + ImGuiNavInput_LStickDown, + ImGuiNavInput_FocusPrev, + ImGuiNavInput_FocusNext, + ImGuiNavInput_TweakSlow, + ImGuiNavInput_TweakFast, + ImGuiNavInput_KeyLeft_, + ImGuiNavInput_KeyRight_, + ImGuiNavInput_KeyUp_, + ImGuiNavInput_KeyDown_, + ImGuiNavInput_COUNT +}ImGuiNavInput_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_DockingEnable = 1 << 6, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21 +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, + ImGuiBackendFlags_RendererHasViewports = 1 << 12 +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3 +}ImGuiCond_; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool ConfigDockingNoSplit; + bool ConfigDockingWithShift; + bool ConfigDockingAlwaysTabBar; + bool ConfigDockingTransparentPayload; + bool ConfigViewportsNoAutoMerge; + bool ConfigViewportsNoTaskBarIcon; + bool ConfigViewportsNoDecoration; + bool ConfigViewportsNoDefaultParent; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + float ConfigMemoryCompactTimer; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* _UnusedPadding; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + int MetricsActiveAllocations; + ImVec2 MouseDelta; + int KeyMap[ImGuiKey_COUNT]; + bool KeysDown[ImGuiKey_COUNT]; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + ImGuiID MouseHoveredViewport; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + float NavInputs[ImGuiNavInput_COUNT]; + ImGuiModFlags KeyMods; + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + ImVec2 MouseDragMaxDistanceAbs[5]; + float MouseDragMaxDistanceSqr[5]; + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; + bool AppFocusLost; + bool AppAcceptingEvents; + ImS8 BackendUsingLegacyKeyArrays; + bool BackendUsingLegacyNavInputArray; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiWindowClass +{ + ImGuiID ClassId; + ImGuiID ParentViewportId; + ImGuiViewportFlags ViewportFlagsOverrideSet; + ImGuiViewportFlags ViewportFlagsOverrideClear; + ImGuiTabItemFlags TabItemFlagsOverrideSet; + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; + bool DockingAlwaysTabBar; + bool DockingAllowUnclassed; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection : 8; +}; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImGuiStoragePair ImGuiStoragePair; + +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +typedef struct ImGuiStoragePair ImGuiStoragePair; +struct ImGuiListClipper +{ + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3 +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + const ImDrawListSharedData* _Data; + const char* _OwnerName; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + float _FringeScale; +}; +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImDrawList** CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; + ImGuiViewport* OwnerViewport; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; + unsigned short X, Y; + unsigned int GlyphID; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2 +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + ImWchar FallbackChar; + ImWchar EllipsisChar; + ImWchar DotChar; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(0xFFFF +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2, + ImGuiViewportFlags_NoDecoration = 1 << 3, + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, + ImGuiViewportFlags_NoInputs = 1 << 7, + ImGuiViewportFlags_NoRendererClear = 1 << 8, + ImGuiViewportFlags_TopMost = 1 << 9, + ImGuiViewportFlags_Minimized = 1 << 10, + ImGuiViewportFlags_NoAutoMerge = 1 << 11, + ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiID ID; + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + float DpiScale; + ImGuiID ParentViewportId; + ImDrawData* DrawData; + void* RendererUserData; + void* PlatformUserData; + void* PlatformHandle; + void* PlatformHandleRaw; + bool PlatformRequestMove; + bool PlatformRequestResize; + bool PlatformRequestClose; +}; +typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor; + +typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr; + +struct ImGuiPlatformIO +{ + void (*Platform_CreateWindow)(ImGuiViewport* vp); + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); + void (*Platform_UpdateWindow)(ImGuiViewport* vp); + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); + void (*Renderer_CreateWindow)(ImGuiViewport* vp); + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); + ImVector_ImGuiPlatformMonitor Monitors; + ImVector_ImGuiViewportPtr Viewports; +}; +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; + ImVec2 WorkPos, WorkSize; + float DpiScale; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataTypeInfo; +struct ImGuiDockContext; +struct ImGuiDockRequest; +struct ImGuiDockNode; +struct ImGuiDockNodeSettings; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiLastItemData; +struct ImGuiMenuColumns; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStackSizes; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableColumn; +struct ImGuiTableInstanceData; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiWindow; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiDataAuthority; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiDebugLogFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiNavHighlightFlags; +typedef int ImGuiNavDirSourceFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); +extern ImGuiContext* GImGui; +typedef struct StbUndoRecord StbUndoRecord; +struct StbUndoRecord +{ + int where; + int insert_length; + int delete_length; + int char_storage; +}; +typedef struct StbUndoState StbUndoState; +struct StbUndoState +{ + StbUndoRecord undo_rec [99]; + ImWchar undo_char[999]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +}; +typedef struct STB_TexteditState STB_TexteditState; +struct STB_TexteditState +{ + int cursor; + int select_start; + int select_end; + unsigned char insert_mode; + int row_count_per_page; + unsigned char cursor_at_end_of_line; + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; + StbUndoState undostate; +}; +typedef struct StbTexteditRow StbTexteditRow; +struct StbTexteditRow +{ + float x0,x1; + float baseline_y_delta; + float ymin,ymax; + int num_chars; +}; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + ImFont* Font; + float FontSize; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; + const ImVec4* TexUvLines; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr Layers[2]; +}; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_ButtonRepeat = 1 << 1, + ImGuiItemFlags_Disabled = 1 << 2, + ImGuiItemFlags_NoNav = 1 << 3, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, + ImGuiItemFlags_MixedValue = 1 << 6, + ImGuiItemFlags_ReadOnly = 1 << 7, + ImGuiItemFlags_Inputable = 1 << 8 +}ImGuiItemFlags_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, + ImGuiInputTextFlags_MergedItem = 1 << 28 +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_Repeat = 1 << 10, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, + ImGuiButtonFlags_DontClosePopups = 1 << 13, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20 +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21 +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}ImGuiLogType; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}ImGuiPlotType; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip +}ImGuiPopupPositionPolicy; +typedef struct ImGuiDataTypeTempStorage ImGuiDataTypeTempStorage; +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID +}ImGuiDataTypePrivate_; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +struct ImGuiInputTextState +{ + ImGuiID ID; + int CurLenW, CurLenA; + ImVector_ImWchar TextW; + ImVector_char TextA; + ImVector_char InitialTextA; + bool TextAIsValid; + int BufCapacityA; + float ScrollX; + STB_TexteditState Stb; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + ImGuiInputTextFlags Flags; +}; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* SourceWindow; + int ParentNavLayer; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasViewport = 1 << 8, + ImGuiNextWindowDataFlags_HasDock = 1 << 9, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; + ImGuiID FocusScopeId; + ImGuiCond OpenCond; + bool OpenVal; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; +}; +struct ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiKey_LegacyNativeKey_BEGIN = 0, + ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, + ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 +}ImGuiKeyPrivate_; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, + ImGuiInputSource_Nav, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; +}; +typedef struct ImGuiInputEventMouseViewport ImGuiInputEventMouseViewport; +struct ImGuiInputEventMouseViewport +{ ImGuiID HoveredViewportID; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef enum { + ImGuiNavReadMode_Down, + ImGuiNavReadMode_Pressed, + ImGuiNavReadMode_Released, + ImGuiNavReadMode_Repeat, + ImGuiNavReadMode_RepeatSlow, + ImGuiNavReadMode_RepeatFast +}ImGuiNavReadMode; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2 +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}ImGuiNavHighlightFlags_; +typedef enum { + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, + ImGuiNavDirSourceFlags_Keyboard = 1 << 1, + ImGuiNavDirSourceFlags_PadDPad = 1 << 2, + ImGuiNavDirSourceFlags_PadLStick = 1 << 3 +}ImGuiNavDirSourceFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags InFlags; + float DistBox; + float DistCenter; + float DistAxial; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +typedef enum { + ImGuiDockNodeFlags_DockSpace = 1 << 10, + ImGuiDockNodeFlags_CentralNode = 1 << 11, + ImGuiDockNodeFlags_NoTabBar = 1 << 12, + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, + ImGuiDockNodeFlags_NoDocking = 1 << 16, + ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, + ImGuiDockNodeFlags_NoResizeX = 1 << 22, + ImGuiDockNodeFlags_NoResizeY = 1 << 23, + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking +}ImGuiDockNodeFlagsPrivate_; +typedef enum { + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window +}ImGuiDataAuthority_; +typedef enum { + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible +}ImGuiDockNodeState; +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; + ImGuiDockNodeFlags LocalFlags; + ImGuiDockNodeFlags LocalFlagsInWindows; + ImGuiDockNodeFlags MergedFlags; + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; + ImVector_ImGuiWindowPtr Windows; + ImGuiTabBar* TabBar; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeRef; + ImGuiAxis SplitAxis; + ImGuiWindowClass WindowClass; + ImU32 LastBgColor; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; + ImGuiDockNode* CentralNode; + ImGuiDockNode* OnlyNodeWithWindows; + int CountNodeWithWindows; + int LastFrameAlive; + int LastFrameActive; + int LastFrameFocused; + ImGuiID LastFocusedNodeId; + ImGuiID SelectedTabId; + ImGuiID WantCloseTabId; + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; + bool WantLockSizeOnce :1; + bool WantMouseMove :1; + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; +}; +typedef enum { + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_Tab, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabActive, + ImGuiWindowDockStyleCol_TabUnfocused, + ImGuiWindowDockStyleCol_TabUnfocusedActive, + ImGuiWindowDockStyleCol_COUNT +}ImGuiWindowDockStyleCol; +typedef struct ImGuiWindowDockStyle ImGuiWindowDockStyle; +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; +typedef struct ImVector_ImGuiDockRequest {int Size;int Capacity;ImGuiDockRequest* Data;} ImVector_ImGuiDockRequest; + +typedef struct ImVector_ImGuiDockNodeSettings {int Size;int Capacity;ImGuiDockNodeSettings* Data;} ImVector_ImGuiDockNodeSettings; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; + ImVector_ImGuiDockRequest Requests; + ImVector_ImGuiDockNodeSettings NodesSettings; + bool WantFullRebuild; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + int Idx; + int LastFrameActive; + int LastFrontMostStampCount; + ImGuiID LastNameHash; + ImVec2 LastPos; + float Alpha; + float LastAlpha; + short PlatformMonitor; + bool PlatformWindowCreated; + ImGuiWindow* Window; + int DrawListsLastFrame[2]; + ImDrawList* DrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkOffsetMin; + ImVec2 WorkOffsetMax; + ImVec2 BuildWorkOffsetMin; + ImVec2 BuildWorkOffsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiID ClassId; + short DockOrder; + bool Collapsed; + bool WantApply; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +typedef enum { + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 0, + ImGuiDebugLogFlags_EventFocus = 1 << 1, + ImGuiDebugLogFlags_EventPopup = 1 << 2, + ImGuiDebugLogFlags_EventNav = 1 << 3, + ImGuiDebugLogFlags_EventIO = 1 << 4, + ImGuiDebugLogFlags_EventDocking = 1 << 5, + ImGuiDebugLogFlags_EventViewport = 1 << 6, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 10 +}ImGuiDebugLogFlags_; +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + ImGuiDataType DataType : 8; + char Desc[57]; +}; +typedef struct ImGuiStackTool ImGuiStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; + float FontSize; + float FontBaseSize; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool WithinEndChild; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiDockNode* HoveredDockNode; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdUsingMouseWheel; + bool HoveredIdPreviousFrameUsingMouseWheel; + bool HoveredIdDisabled; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; + float LastActiveIdTimer; + bool ActiveIdUsingMouseWheel; + ImU32 ActiveIdUsingNavDirMask; + ImU32 ActiveIdUsingNavInputMask; + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; + ImGuiItemFlags CurrentItemFlags; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiID FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + int BeginMenuCount; + ImVector_ImGuiViewportPPtr Viewports; + float CurrentDpiScale; + ImGuiViewportP* CurrentViewport; + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; + int ViewportFrontMostStampCount; + ImGuiWindow* NavWindow; + ImGuiID NavId; + ImGuiID NavFocusScopeId; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiID NavActivateInputId; + ImGuiActivateFlags NavActivateFlags; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiModFlags NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiNavLayer NavLayer; + bool NavIdIsAlive; + bool NavMousePosDirty; + bool NavDisableHighlight; + bool NavDisableMouseHover; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; + ImRect NavInitResultRectRel; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiModFlags NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + float DimBgRatio; + ImGuiMouseCursor MouseCursor; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiColorEditFlags ColorEditOptions; + float ColorEditLastHue; + float ColorEditLastSat; + ImU32 ColorEditLastColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + float SliderGrabClickOffset; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float ScrollbarClickDeltaToGrabCenter; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + float TooltipSlowDelay; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + ImGuiID PlatformImeViewport; + char PlatformLocaleDecimalPoint; + ImGuiDockContext DockContext; + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + bool LogEnabled; + ImGuiLogType LogType; + void* LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakId; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; + float FramerateSecPerFrame[120]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + ImVector_char TempBuffer; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + bool IsSameLine; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + ImGuiID NavFocusScopeIdCurrent; + bool NavHideHighlightOneFrame; + bool NavHasScroll; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeJumpToParentOnPopMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags, FlagsPreviousFrame; + ImGuiWindowClass WindowClass; + ImGuiViewportP* Viewport; + ImGuiID ViewportId; + ImVec2 ViewportPos; + int ViewportAllowPlatformMonitorExtend; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + int NameBufLen; + ImGuiID MoveId; + ImGuiID TabId; + ImGuiID ChildId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHeld; + short BeginCount; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImGuiID PopupId; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImGuiCond SetWindowDockAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + int LastFrameJustFocused; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + float FontDpiScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowDockTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; + bool DockIsActive :1; + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; + bool DockTabWantClose :1; + short DockOrder; + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; + ImGuiDockNode* DockNodeAsHost; + ImGuiID DockId; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21, + ImGuiTabItemFlags_Unsorted = 1 << 22, + ImGuiTabItemFlags_Preview = 1 << 23 +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + float RequestedWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +struct ImGuiTableInstanceData +{ + float LastOuterHeight; + float LastFirstRowHeight; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableInstanceData {int Size;int Capacity;ImGuiTableInstanceData* Data;} ImVector_ImGuiTableInstanceData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImU64 EnabledMaskByDisplayOrder; + ImU64 EnabledMaskByIndex; + ImU64 VisibleMaskByIndex; + ImU64 RequestOutputMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellPaddingY; + float CellSpacingX1; + float CellSpacingX2; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ColumnsStretchSumWeights; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableInstanceData InstanceDataFirst; + ImVector_ImGuiTableInstanceData InstanceDataExtra; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool MemoryCompacted; + bool HostSkipItems; +}; +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#define IMGUI_HAS_DOCK 1 + +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowDebugLogWindow(bool* p_open); +CIMGUI_API void igShowStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,bool border,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,bool border,ImGuiWindowFlags flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API float igGetWindowDpiScale(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API ImGuiViewport* igGetWindowViewport(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetNextWindowViewport(ImGuiID viewport_id); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetContentRegionMax(ImVec2 *pOut); +CIMGUI_API void igGetWindowContentRegionMin(ImVec2 *pOut); +CIMGUI_API void igGetWindowContentRegionMax(ImVec2 *pOut); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushAllowKeyboardFocus(bool allow_keyboard_focus); +CIMGUI_API void igPopAllowKeyboardFocus(void); +CIMGUI_API void igPushButtonRepeat(bool repeat); +CIMGUI_API void igPopButtonRepeat(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,int frame_padding,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnBoolPtr(const char* label,int* current_item,bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,const ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnBoolPtr(const char* label,int* current_item,bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API void igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int column,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool border); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API ImGuiID igDockSpace(ImGuiID id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igDockSpaceOverViewport(const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class); +CIMGUI_API void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igSetNextWindowClass(const ImGuiWindowClass* window_class); +CIMGUI_API ImGuiID igGetWindowDockID(void); +CIMGUI_API bool igIsWindowDocked(void); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API void igSetItemAllowOverlap(void); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList_Nil(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_Nil(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API bool igBeginChildFrame(ImGuiID id,const ImVec2 size,ImGuiWindowFlags flags); +CIMGUI_API void igEndChildFrame(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased(ImGuiKey key); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igSetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); +CIMGUI_API bool igIsMouseDown(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igSetNextFrameWantCaptureMouse(bool want_capture_mouse); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API void igDebugTextEncoding(const char* text); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API ImGuiPlatformIO* igGetPlatformIO(void); +CIMGUI_API void igUpdatePlatformWindows(void); +CIMGUI_API void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg); +CIMGUI_API void igDestroyPlatformWindows(void); +CIMGUI_API ImGuiViewport* igFindViewportByID(ImGuiID id); +CIMGUI_API ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wh_x,float wh_y); +CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self,ImGuiID id); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self,bool accepting_events); +CIMGUI_API void ImGuiIO_ClearInputCharacters(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void); +CIMGUI_API void ImGuiWindowClass_destroy(ImGuiWindowClass* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val_i); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val_f); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val_p); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_ForceDisplayRangeByIndices(ImGuiListClipper* self,int item_min,int item_max); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(const ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,const ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* callback_data); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,const ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void); +CIMGUI_API void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self); +CIMGUI_API ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void); +CIMGUI_API void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API int igGetKeyIndex(ImGuiKey key); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImU32 seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImU32 seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const ImWchar* igImStrbolW(const ImWchar* buf_mid_line,const ImWchar* buf_begin); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API void igImFormatStringToTempBuffer(const char** out_buf,const char** out_buf_end,const char* fmt,...); +CIMGUI_API void igImFormatStringToTempBufferV(const char** out_buf,const char** out_buf_end,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API void igImParseFormatSanitizeForPrinting(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API const char* igImParseFormatSanitizeForScanning(const char* fmt_in,char* fmt_out,size_t fmt_out_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API float igImFloorSigned_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API void igImFloorSigned_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImGuiDir igImGetDirQuadrantFromDelta(float dx,float dy); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API void ImDrawDataBuilder_Clear(ImDrawDataBuilder* self); +CIMGUI_API void ImDrawDataBuilder_ClearFreeMemory(ImDrawDataBuilder* self); +CIMGUI_API int ImDrawDataBuilder_GetDrawListCount(ImDrawDataBuilder* self); +CIMGUI_API void ImDrawDataBuilder_FlattenIntoSingleLayer(ImDrawDataBuilder* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetUndoAvailCount(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetRedoAvailCount(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiStackSizes* ImGuiStackSizes_ImGuiStackSizes(void); +CIMGUI_API void ImGuiStackSizes_destroy(ImGuiStackSizes* self); +CIMGUI_API void ImGuiStackSizes_SetToCurrentState(ImGuiStackSizes* self); +CIMGUI_API void ImGuiStackSizes_CompareWithCurrentState(ImGuiStackSizes* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiDockNode* ImGuiDockNode_ImGuiDockNode(ImGuiID id); +CIMGUI_API void ImGuiDockNode_destroy(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsRootNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsDockSpace(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsFloatingNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsCentralNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsHiddenTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsNoTabBar(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsSplitNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsLeafNode(ImGuiDockNode* self); +CIMGUI_API bool ImGuiDockNode_IsEmpty(ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_Rect(ImRect *pOut,ImGuiDockNode* self); +CIMGUI_API void ImGuiDockNode_SetLocalFlags(ImGuiDockNode* self,ImGuiDockNodeFlags flags); +CIMGUI_API void ImGuiDockNode_UpdateMergedFlags(ImGuiDockNode* self); +CIMGUI_API ImGuiDockContext* ImGuiDockContext_ImGuiDockContext(void); +CIMGUI_API void ImGuiDockContext_destroy(ImGuiDockContext* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_ClearRequestFlags(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 off_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 off_min,const ImVec2 off_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiMetricsConfig* ImGuiMetricsConfig_ImGuiMetricsConfig(void); +CIMGUI_API void ImGuiMetricsConfig_destroy(ImGuiMetricsConfig* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiStackTool* ImGuiStackTool_ImGuiStackTool(void); +CIMGUI_API void ImGuiStackTool_destroy(ImGuiStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_TitleBarHeight(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_MenuBarHeight(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API int ImGuiTabBar_GetTabOrder(ImGuiTabBar* self,const ImGuiTabItem* tab); +CIMGUI_API const char* ImGuiTabBar_GetTabName(ImGuiTabBar* self,const ImGuiTabItem* tab); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTableInstanceData* ImGuiTableInstanceData_ImGuiTableInstanceData(void); +CIMGUI_API void ImGuiTableInstanceData_destroy(ImGuiTableInstanceData* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy,bool dock_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igFocusWindow(ImGuiWindow* window); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igInitialize(void); +CIMGUI_API void igShutdown(void); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igStartMouseMovingWindowOrNode(ImGuiWindow* window,ImGuiDockNode* node,bool undock_floating_node); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igTranslateWindowsInViewport(ImGuiViewportP* viewport,const ImVec2 old_pos,const ImVec2 new_pos); +CIMGUI_API void igScaleWindowsInViewport(ImGuiViewportP* viewport,float scale); +CIMGUI_API void igDestroyPlatformWindow(ImGuiViewportP* viewport); +CIMGUI_API void igSetWindowViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API void igSetCurrentViewport(ImGuiWindow* window,ImGuiViewportP* viewport); +CIMGUI_API const ImGuiPlatformMonitor* igGetViewportPlatformMonitor(ImGuiViewport* viewport); +CIMGUI_API ImGuiViewportP* igFindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettings(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindOrCreateWindowSettings(const char* name); +CIMGUI_API void igAddSettingsHandler(const ImGuiSettingsHandler* handler); +CIMGUI_API void igRemoveSettingsHandler(const char* type_name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API void igGetContentRegionMaxAbs(ImVec2 *pOut); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igLogBegin(ImGuiLogType type,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,bool border,ImGuiWindowFlags flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_flags); +CIMGUI_API void igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API const char* igGetNavInputName(ImGuiNavInput n); +CIMGUI_API float igGetNavInputAmount(ImGuiNavInput n,ImGuiNavReadMode mode); +CIMGUI_API void igGetNavInputAmount2d(ImVec2 *pOut,ImGuiNavDirSourceFlags dir_sources,ImGuiNavReadMode mode,float slow_factor,float fast_factor); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igActivateItem(ImGuiID id); +CIMGUI_API void igSetNavWindow(ImGuiWindow* window); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetFocusedFocusScope(void); +CIMGUI_API ImGuiID igGetFocusScope(void); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData(ImGuiKey key); +CIMGUI_API void igSetItemUsingMouseWheel(void); +CIMGUI_API void igSetActiveIdUsingNavAndKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API bool igIsActiveIdUsingNavInput(ImGuiNavInput input); +CIMGUI_API bool igIsActiveIdUsingKey(ImGuiKey key); +CIMGUI_API void igSetActiveIdUsingKey(ImGuiKey key); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API bool igIsNavInputDown(ImGuiNavInput n); +CIMGUI_API bool igIsNavInputTest(ImGuiNavInput n,ImGuiNavReadMode rm); +CIMGUI_API ImGuiModFlags igGetMergedModFlags(void); +CIMGUI_API bool igIsKeyPressedMap(ImGuiKey key,bool repeat); +CIMGUI_API void igDockContextInitialize(ImGuiContext* ctx); +CIMGUI_API void igDockContextShutdown(ImGuiContext* ctx); +CIMGUI_API void igDockContextClearNodes(ImGuiContext* ctx,ImGuiID root_id,bool clear_settings_refs); +CIMGUI_API void igDockContextRebuildNodes(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateUndocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextNewFrameUpdateDocking(ImGuiContext* ctx); +CIMGUI_API void igDockContextEndFrame(ImGuiContext* ctx); +CIMGUI_API ImGuiID igDockContextGenNodeID(ImGuiContext* ctx); +CIMGUI_API void igDockContextQueueDock(ImGuiContext* ctx,ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,float split_ratio,bool split_outer); +CIMGUI_API void igDockContextQueueUndockWindow(ImGuiContext* ctx,ImGuiWindow* window); +CIMGUI_API void igDockContextQueueUndockNode(ImGuiContext* ctx,ImGuiDockNode* node); +CIMGUI_API bool igDockContextCalcDropPosForDocking(ImGuiWindow* target,ImGuiDockNode* target_node,ImGuiWindow* payload,ImGuiDir split_dir,bool split_outer,ImVec2* out_pos); +CIMGUI_API bool igDockNodeBeginAmendTabBar(ImGuiDockNode* node); +CIMGUI_API void igDockNodeEndAmendTabBar(void); +CIMGUI_API ImGuiDockNode* igDockNodeGetRootNode(ImGuiDockNode* node); +CIMGUI_API bool igDockNodeIsInHierarchyOf(ImGuiDockNode* node,ImGuiDockNode* parent); +CIMGUI_API int igDockNodeGetDepth(const ImGuiDockNode* node); +CIMGUI_API ImGuiID igDockNodeGetWindowMenuButtonId(const ImGuiDockNode* node); +CIMGUI_API ImGuiDockNode* igGetWindowDockNode(void); +CIMGUI_API bool igGetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); +CIMGUI_API void igBeginDocked(ImGuiWindow* window,bool* p_open); +CIMGUI_API void igBeginDockableDragDropSource(ImGuiWindow* window); +CIMGUI_API void igBeginDockableDragDropTarget(ImGuiWindow* window); +CIMGUI_API void igSetWindowDock(ImGuiWindow* window,ImGuiID dock_id,ImGuiCond cond); +CIMGUI_API void igDockBuilderDockWindow(const char* window_name,ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetNode(ImGuiID node_id); +CIMGUI_API ImGuiDockNode* igDockBuilderGetCentralNode(ImGuiID node_id); +CIMGUI_API ImGuiID igDockBuilderAddNode(ImGuiID node_id,ImGuiDockNodeFlags flags); +CIMGUI_API void igDockBuilderRemoveNode(ImGuiID node_id); +CIMGUI_API void igDockBuilderRemoveNodeDockedWindows(ImGuiID node_id,bool clear_settings_refs); +CIMGUI_API void igDockBuilderRemoveNodeChildNodes(ImGuiID node_id); +CIMGUI_API void igDockBuilderSetNodePos(ImGuiID node_id,ImVec2 pos); +CIMGUI_API void igDockBuilderSetNodeSize(ImGuiID node_id,ImVec2 size); +CIMGUI_API ImGuiID igDockBuilderSplitNode(ImGuiID node_id,ImGuiDir split_dir,float size_ratio_for_node_at_dir,ImGuiID* out_id_at_dir,ImGuiID* out_id_at_opposite_dir); +CIMGUI_API void igDockBuilderCopyDockSpace(ImGuiID src_dockspace_id,ImGuiID dst_dockspace_id,ImVector_const_charPtr* in_window_remap_pairs); +CIMGUI_API void igDockBuilderCopyNode(ImGuiID src_node_id,ImGuiID dst_node_id,ImVector_ImGuiID* out_node_remap_pairs); +CIMGUI_API void igDockBuilderCopyWindowSettings(const char* src_name,const char* dst_name); +CIMGUI_API void igDockBuilderFinish(ImGuiID node_id); +CIMGUI_API bool igIsDragDropActive(void); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawContextMenu(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API ImGuiTableInstanceData* igTableGetInstanceData(ImGuiTable* table,int instance_no); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(const ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableGetMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsAddSettingsHandler(void); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags,ImGuiDockNode* dock_node); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API ImGuiTabItem* igTabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); +CIMGUI_API void igTabBarAddTab(ImGuiTabBar* tab_bar,ImGuiTabItemFlags tab_flags,ImGuiWindow* window); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,const ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,const ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags,ImGuiWindow* docked_window); +CIMGUI_API void igTabItemCalcSize(ImVec2 *pOut,const char* label,bool has_close_button); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool border,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavHighlight(const ImRect bb,ImGuiID id,ImGuiNavHighlightFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderMouseCursor(ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderArrowDockMenu(ImDrawList* draw_list,ImVec2 p_min,float sz,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,const ImRect outer,const ImRect inner,ImU32 col,float rounding); +CIMGUI_API ImDrawFlags igCalcRoundingFlagsForRectInRect(const ImRect r_in,const ImRect r_outer,float threshold); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos,ImGuiDockNode* dock_node); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec2 padding,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay,ImU32 bg_col); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API bool igTreeNodeBehaviorIsOpen(ImGuiID id,ImGuiTreeNodeFlags flags); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 frame_size); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igDebugLog(const char* fmt,...); +CIMGUI_API void igDebugLogV(const char* fmt,va_list args); +CIMGUI_API void igErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback,void* user_data); +CIMGUI_API void igErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback,void* user_data); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDockNode(ImGuiDockNode* node,const char* label); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,ImGuiViewportP* viewport,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeFontGlyph(ImFont* font,const ImFontGlyph* glyph); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeInputTextState(ImGuiInputTextState* state); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(CONST char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(struct ImGuiTextBuffer *buffer, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(void); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(void); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(void); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + + + + + diff --git a/lib/cimgui/cimgui/imgui/cimgui_compat_vk.cpp b/lib/cimgui/cimgui/imgui/cimgui_compat_vk.cpp new file mode 100644 index 0000000..f3da7e9 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui_compat_vk.cpp @@ -0,0 +1,187 @@ +// compatibility implementations for integration with backlog +// by peterino + +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#define IMGUI_DEFINE_MATH_OPERATORS +#define CIMGUI_USE_GLFW +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_vulkan.h" +#include + +extern "C" bool cImGui_vk_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) +{ + ImGui_ImplVulkan_Init(info, render_pass); + return false; +} + +extern "C" void cImGui_vk_Shutdown() +{ + ImGui_ImplVulkan_Shutdown(); +} + +extern "C" void cImGui_vk_NewFrame() +{ + ImGui_ImplVulkan_NewFrame(); +} + +extern "C" void cImGui_vk_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE) +{ + ImGui_ImplVulkan_RenderDrawData(draw_data, command_buffer, pipeline); +} + +extern "C" bool cImGui_vk_CreateFontsTexture(VkCommandBuffer command_buffer) +{ + ImGui_ImplVulkan_CreateFontsTexture(command_buffer); + return true; +} + +extern "C" void cImGui_vk_DestroyFontUploadObjects() +{ + ImGui_ImplVulkan_DestroyFontUploadObjects(); +} + +extern "C" void cImGui_vk_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_SetMinImageCount(min_image_count); +} + +extern "C" void SetupImguiColors () +{ + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowBorderSize = 1; + style.ChildBorderSize = 1; + style.PopupBorderSize = 1; + style.FrameBorderSize = 0; + style.TabBorderSize = 0; + style.WindowPadding = {20, 20}; + + style.WindowRounding = 6; + style.ChildRounding = 6; + style.FrameRounding = 6; + style.ScrollbarRounding = 6; + style.GrabRounding = 6; + style.LogSliderDeadzone = 6; + style.TabRounding = 6; + style.WindowMenuButtonPosition = ImGuiDir_None; + + ImVec4* colors = ImGui::GetStyle().Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.48f, 0.16f, 0.16f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(1.00f, 0.83f, 0.00f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.78f, 0.01f, 0.01f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.57f, 0.14f, 0.14f, 1.0f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.57f, 0.14f, 0.14f, 1.0f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.10f, 0.05f, 0.00f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 0.68f, 0.00f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.07f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.11f, 0.09f, 0.00f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.02f, 0.01f, 0.01f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.10f, 0.03f, 0.00f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.09f, 0.03f, 0.00f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.69f, 0.42f, 0.00f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.17f, 0.09f, 0.00f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.82f, 0.32f, 0.04f, 0.50f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.96f, 0.49f, 0.04f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.91f, 0.60f, 0.06f, 0.89f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.83f, 0.32f, 0.13f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.73f, 0.00f, 0.00f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.86f, 0.08f, 0.08f, 0.95f); + colors[ImGuiCol_Tab] = ImVec4(0.88f, 0.16f, 0.16f, 0.86f); + colors[ImGuiCol_TabHovered] = ImVec4(0.55f, 0.12f, 0.12f, 0.80f); + colors[ImGuiCol_TabActive] = ImVec4(0.57f, 0.02f, 0.02f, 1.00f); + colors[ImGuiCol_TabUnfocused] = ImVec4(0.77f, 0.29f, 0.04f, 0.97f); + colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.70f, 0.57f, 0.21f, 1.00f); + colors[ImGuiCol_DockingPreview] = ImVec4(0.42f, 0.26f, 0.09f, 0.70f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.0f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.79f, 0.70f, 0.34f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.57f, 0.22f, 0.05f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +extern "C" void setFontScale(int newWidth, int newHeight) +{ + const float orig_width = 1600; + const float orig_height = 900; + + float ratio_width = float(newWidth) / orig_width; + float ratio_height = float(newHeight) / orig_height; + + float ratio = ratio_width > ratio_height ? ratio_height : ratio_width; + + auto& io = ImGui::GetIO(); + io.FontGlobalScale = (ratio * 1.0); + // printf("global scale: %f (%d x %d)\n", ratio, newWidth, newWidth); + + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowPadding = {20 * ratio, 20 * ratio}; +} + + +// ==== renderthread support ==== +// if renderthread is present, +// - maintain dpouble buffer of ImDrawData* + +#define NumFrames 2 +#include + +ImDrawDataBuffered SharedDrawData[NumFrames]; +std::mutex SDDLock[NumFrames]; + +extern "C" void cimgui_vk_PrepareSharedData() +{ + for(int i = 0; i < NumFrames; i += 1) + { + SDDLock[i].lock(); + SharedDrawData[i] = ImDrawDataBuffered(); + SDDLock[i].unlock(); + } +} + +extern "C" void cimgui_vk_UploadSharedData(int frameIndex, ImDrawData* drawData) +{ + SDDLock[frameIndex].lock(); + SharedDrawData[frameIndex].CopyDrawData(ImGui::GetDrawData()); + SDDLock[frameIndex].unlock(); +} + +extern "C" ImDrawData* cimgui_vk_GetSharedData(int frameIndex) +{ + SDDLock[frameIndex].lock(); + return &SharedDrawData[frameIndex]; + //return ImGui::GetDrawData(); + +} + +extern "C" void cimgui_vk_ReleaseSharedData(int frameIndex) +{ + SDDLock[frameIndex].unlock(); +} + +// frames[updateFrame].CopyDrawData(ImGui::GetDrawData()); +// ImGui_ImplDX12_RenderDrawData(&frames[renderFrames], rc->myCommandList); diff --git a/lib/cimgui/cimgui/imgui/cimgui_compat_vk.h b/lib/cimgui/cimgui/imgui/cimgui_compat_vk.h new file mode 100644 index 0000000..d4f23a2 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui_compat_vk.h @@ -0,0 +1,50 @@ +#pragma once + +#include + +#ifdef __cplusplus +extern "C" { +#endif + +struct ImGui_ImplVulkan_InitInfo +{ + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkPipelineCache PipelineCache; + VkDescriptorPool DescriptorPool; + uint32_t Subpass; + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT) + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); +}; + +typedef struct ImGui_ImplVulkan_InitInfo ImGui_ImplVulkan_InitInfo; + + +// Called by user code +//bool cImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); +bool cImGui_vk_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); +void cImGui_vk_Shutdown(); +void cImGui_vk_NewFrame(); +void cImGui_vk_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline); +bool cImGui_vk_CreateFontsTexture(VkCommandBuffer command_buffer); +void cImGui_vk_DestroyFontUploadObjects(); +void cImGui_vk_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +void SetupImguiColors(); + +void setFontScale(int newWidth, int newHeight); + +void cimgui_vk_PrepareSharedData() ; +void cimgui_vk_UploadSharedData(int frameIndex, ImDrawData* drawData); +ImDrawData* cimgui_vk_GetSharedData(int frameIndex); +void cimgui_vk_ReleaseSharedData(int frameIndex); + +#ifdef __cplusplus +} +#endif diff --git a/lib/cimgui/cimgui/imgui/cimgui_impl_vk.cpp b/lib/cimgui/cimgui/imgui/cimgui_impl_vk.cpp new file mode 100644 index 0000000..a3ee1a0 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui_impl_vk.cpp @@ -0,0 +1,46 @@ +#include "./imgui/imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "./imgui/misc/freetype/imgui_freetype.h" +#endif +#include "./imgui/imgui_internal.h" +#include "cimgui.h" + + +#ifdef CIMGUI_USE_GLFW +#include "imgui_impl_glfw.h" +#endif + +#ifdef CIMGUI_USE_OPENGL3 +#include "imgui_impl_opengl3.h" +#endif + +#ifdef CIMGUI_USE_OPENGL2 +#include "imgui_impl_opengl2.h" +#endif + +#ifdef CIMGUI_USE_SDL2 +#include "imgui_impl_sdl2.h" +#endif + +#ifdef CIMGUI_USE_SDL3 +#include "imgui_impl_sdl3.h" +#endif + +#ifdef CIMGUI_USE_VULKAN +#include "imgui_impl_vulkan.h" +#endif + +#include "cimgui_impl.h" + +#ifdef CIMGUI_USE_VULKAN + +CIMGUI_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_Window_ImGui_ImplVulkanH_Window() +{ + return IM_NEW(ImGui_ImplVulkanH_Window)(); +} +CIMGUI_API void ImGui_ImplVulkanH_Window_Construct(ImGui_ImplVulkanH_Window* self) +{ + IM_PLACEMENT_NEW(self) ImGui_ImplVulkanH_Window(); +} + +#endif diff --git a/lib/cimgui/cimgui/imgui/cimgui_impl_vk.h b/lib/cimgui/cimgui/imgui/cimgui_impl_vk.h new file mode 100644 index 0000000..27b6c2b --- /dev/null +++ b/lib/cimgui/cimgui/imgui/cimgui_impl_vk.h @@ -0,0 +1,198 @@ +#ifdef CIMGUI_USE_GLFW +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct GLFWwindow GLFWwindow; +typedef struct GLFWmonitor GLFWmonitor; +struct GLFWwindow; +struct GLFWmonitor; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window,bool install_callbacks); +CIMGUI_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window,bool install_callbacks); +CIMGUI_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window,bool install_callbacks); +CIMGUI_API void ImGui_ImplGlfw_Shutdown(void); +CIMGUI_API void ImGui_ImplGlfw_NewFrame(void); +CIMGUI_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +CIMGUI_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); +CIMGUI_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); +CIMGUI_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window,int focused); +CIMGUI_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window,int entered); +CIMGUI_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window,double x,double y); +CIMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window,int button,int action,int mods); +CIMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window,double xoffset,double yoffset); +CIMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window,int key,int scancode,int action,int mods); +CIMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window,unsigned int c); +CIMGUI_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor,int event); +CIMGUI_API void ImGui_ImplGlfw_Sleep(int milliseconds); + +#endif +#ifdef CIMGUI_USE_OPENGL3 +CIMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version); +CIMGUI_API void ImGui_ImplOpenGL3_Shutdown(void); +CIMGUI_API void ImGui_ImplOpenGL3_NewFrame(void); +CIMGUI_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool ImGui_ImplOpenGL3_CreateFontsTexture(void); +CIMGUI_API void ImGui_ImplOpenGL3_DestroyFontsTexture(void); +CIMGUI_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(void); +CIMGUI_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(void); + +#endif +#ifdef CIMGUI_USE_OPENGL2 +CIMGUI_API bool ImGui_ImplOpenGL2_Init(void); +CIMGUI_API void ImGui_ImplOpenGL2_Shutdown(void); +CIMGUI_API void ImGui_ImplOpenGL2_NewFrame(void); +CIMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); +CIMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(void); +CIMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(void); +CIMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(void); +CIMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(void); + +#endif +#ifdef CIMGUI_USE_SDL2 +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct SDL_Window SDL_Window; +typedef struct SDL_Renderer SDL_Renderer; +typedef struct _SDL_GameController _SDL_GameController; +struct SDL_Window; +struct SDL_Renderer; +struct _SDL_GameController; +typedef union SDL_Event SDL_Event; +typedef enum { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }ImGui_ImplSDL2_GamepadMode; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window,void* sdl_gl_context); +CIMGUI_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window,SDL_Renderer* renderer); +CIMGUI_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); +CIMGUI_API void ImGui_ImplSDL2_Shutdown(void); +CIMGUI_API void ImGui_ImplSDL2_NewFrame(void); +CIMGUI_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); +CIMGUI_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode,struct _SDL_GameController** manual_gamepads_array,int manual_gamepads_count); + +#endif +#ifdef CIMGUI_USE_SDL3 +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct SDL_Window SDL_Window; +typedef struct SDL_Renderer SDL_Renderer; +typedef struct SDL_Gamepad SDL_Gamepad; +struct SDL_Window; +struct SDL_Renderer; +struct SDL_Gamepad; +typedef union SDL_Event SDL_Event; +typedef enum { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }ImGui_ImplSDL3_GamepadMode; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window,void* sdl_gl_context); +CIMGUI_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window,SDL_Renderer* renderer); +CIMGUI_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window); +CIMGUI_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); +CIMGUI_API void ImGui_ImplSDL3_Shutdown(void); +CIMGUI_API void ImGui_ImplSDL3_NewFrame(void); +CIMGUI_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); +CIMGUI_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode,SDL_Gamepad** manual_gamepads_array,int manual_gamepads_count); + +#endif +#ifdef CIMGUI_USE_VULKAN +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImGui_ImplVulkanH_Frame ImGui_ImplVulkanH_Frame; +typedef struct ImGui_ImplVulkanH_Window ImGui_ImplVulkanH_Window; +typedef struct ImGui_ImplVulkan_InitInfo ImGui_ImplVulkan_InitInfo; +struct ImGui_ImplVulkan_InitInfo +{ + uint32_t ApiVersion; + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkDescriptorPool DescriptorPool; + VkRenderPass RenderPass; + uint32_t MinImageCount; + uint32_t ImageCount; + VkSampleCountFlagBits MSAASamples; + VkPipelineCache PipelineCache; + uint32_t Subpass; + uint32_t DescriptorPoolSize; + bool UseDynamicRendering; + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); + VkDeviceSize MinAllocationSize; +}; +typedef struct ImGui_ImplVulkan_RenderState ImGui_ImplVulkan_RenderState; +struct ImGui_ImplVulkan_RenderState +{ + VkCommandBuffer CommandBuffer; + VkPipeline Pipeline; + VkPipelineLayout PipelineLayout; +}; +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; +typedef struct ImGui_ImplVulkanH_FrameSemaphores ImGui_ImplVulkanH_FrameSemaphores; +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; +typedef struct ImVector_ImGui_ImplVulkanH_Frame {int Size;int Capacity;ImGui_ImplVulkanH_Frame* Data;} ImVector_ImGui_ImplVulkanH_Frame; + +typedef struct ImVector_ImGui_ImplVulkanH_FrameSemaphores {int Size;int Capacity;ImGui_ImplVulkanH_FrameSemaphores* Data;} ImVector_ImGui_ImplVulkanH_FrameSemaphores; + +struct ImGui_ImplVulkanH_Window +{ + int Width; + int Height; + VkSwapchainKHR Swapchain; + VkSurfaceKHR Surface; + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkRenderPass RenderPass; + bool UseDynamicRendering; + bool ClearEnable; + VkClearValue ClearValue; + uint32_t FrameIndex; + uint32_t ImageCount; + uint32_t SemaphoreCount; + uint32_t SemaphoreIndex; + ImVector_ImGui_ImplVulkanH_Frame Frames; + ImVector_ImGui_ImplVulkanH_FrameSemaphores FrameSemaphores; +}; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef ImVector ImVector_ImGui_ImplVulkanH_Frame; +typedef ImVector ImVector_ImGui_ImplVulkanH_FrameSemaphores; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); +CIMGUI_API void ImGui_ImplVulkan_Shutdown(void); +CIMGUI_API void ImGui_ImplVulkan_NewFrame(void); +CIMGUI_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data,VkCommandBuffer command_buffer,VkPipeline pipeline); +CIMGUI_API bool ImGui_ImplVulkan_CreateFontsTexture(void); +CIMGUI_API void ImGui_ImplVulkan_DestroyFontsTexture(void); +CIMGUI_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); +CIMGUI_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler,VkImageView image_view,VkImageLayout image_layout); +CIMGUI_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); +CIMGUI_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version,PFN_vkVoidFunction(*loader_func)(const char* function_name,void* user_data),void* user_data); +CIMGUI_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance,VkPhysicalDevice physical_device,VkDevice device,ImGui_ImplVulkanH_Window* wd,uint32_t queue_family,const VkAllocationCallbacks* allocator,int w,int h,uint32_t min_image_count); +CIMGUI_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance,VkDevice device,ImGui_ImplVulkanH_Window* wd,const VkAllocationCallbacks* allocator); +CIMGUI_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device,VkSurfaceKHR surface,const VkFormat* request_formats,int request_formats_count,VkColorSpaceKHR request_color_space); +CIMGUI_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device,VkSurfaceKHR surface,const VkPresentModeKHR* request_modes,int request_modes_count); +CIMGUI_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance); +CIMGUI_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device); +CIMGUI_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); +CIMGUI_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_Window_ImGui_ImplVulkanH_Window(void); + +#endif diff --git a/lib/cimgui/cimgui/imgui/enumtool.py b/lib/cimgui/cimgui/imgui/enumtool.py new file mode 100644 index 0000000..8cec5af --- /dev/null +++ b/lib/cimgui/cimgui/imgui/enumtool.py @@ -0,0 +1,144 @@ +import re +inp3 = """ +""" + +enumLists = [] +for s in inp3.split("typedef enum {"): + raw = s.strip('\n ') + linesSplit = [] + for l in raw.split('\n'): + if '}' in l: + continue + linesSplit.append(l.strip(' \n')) + + x = '\n'.join(linesSplit) + enumLists.append(x) + +inp4 = """ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +""" + +# these are normal-ass enums +inp5 = """ + ImGuiContextHookType_NewFramePre, + ImGuiContextHookType_NewFramePost, + ImGuiContextHookType_EndFramePre, + ImGuiContextHookType_EndFramePost, + ImGuiContextHookType_RenderPre, + ImGuiContextHookType_RenderPost, + ImGuiContextHookType_Shutdown, + ImGuiContextHookType_PendingRemoval_ +""" + +x = inp5.split('line') +preamble = '' +for l in x: + line = l.strip(' ') + if len(line) > 0: + s = line.split('_') + preamble = s[0] + '_' + preamble = preamble.lstrip('\n ') + break +print(' ', inp5.replace(preamble, '').replace('_', '').strip('\n ') + ',') +print(' _,') + + +def convertName(name): + ostr = "" + first = True + for c in name: + if c.isupper(): + if first: + first = False + else: + ostr += '_' + ostr += c.lower() + return ostr + +def convertFlagName(x): + if "COUNT" in x: + return "count" + flagName = x.split('_')[1].split('=')[0] + flagNameZig = convertName(flagName) + return flagNameZig + +def convertSingle(line): + s = line.split(' ') + flagNameZig = convertFlagName(s[0]) + if flagNameZig != 'none': + return flagNameZig + f': bool = false, // {line}' + + +def convertCompositeFlag(convert): + left, right = convert.split('=') + right = right.strip(' ') + left = left.strip(' ') + constName = convertFlagName(left) + rhsFlagsRaw = right.split('|') + rhsFlags = [] + + for r in rhsFlagsRaw: + rhsFlags.append(convertFlagName(r.strip(' ,'))) + + ostr = f"pub const {constName} = ." + '{ ' + for r in rhsFlags: + ostr += f'.{r} = true, ' + ostr = ostr[0:-2] + ostr += '};' + return ostr + +def convertFlags(inputString): + #print("input: ", inputString) + if len(inputString.strip(' ')) <= 0: + return + singles = [] + composites = [] + firstLine = None + for l in inputString.split('\n'): + line = l.strip(' ') + if len(line) <= 0: + continue + firstLine = line + if '=' in line: + left, right = line.split('=') + if "_" in right: + composites.append(convertCompositeFlag(line)) + else: + singles.append(convertSingle(line)) + else: + singles.append(convertFlagName(line.strip(' ,')) + ': bool = false, // ' + line)# this is a single flag + + structName = firstLine.split('_')[0][5:] + print(f'pub const {structName} = packed struct(c_int)' + '{') + + count = 0 + for s in singles: + if s is not None: + count += 1 + print(' ' + s) + + if count != 32: + print(f" reserved: u{32 - count} = 0, // reserved, don't use") + + if len(composites): + print('') + + for x in composites: + print(' ' + x) + + print('};') + +for e in enumLists: + convertFlags(e) + +def convertEnum(enumStr): + name = None + for l in enumStr.split('\n'): + line = l.strip(' ,') + if 'typedef enum {' in line: + continue + if len(line) == 0: + continue + name = convertFlagName(line) + print(name) diff --git a/lib/cimgui/cimgui/imgui/imconfig.h b/lib/cimgui/cimgui/imgui/imconfig.h new file mode 100644 index 0000000..a1e29e8 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imconfig.h @@ -0,0 +1,141 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/lib/cimgui/cimgui/imgui/imgui b/lib/cimgui/cimgui/imgui/imgui new file mode 100644 index 0000000..e69de29 diff --git a/lib/cimgui/cimgui/imgui/imgui.cpp b/lib/cimgui/cimgui/imgui/imgui.cpp new file mode 100644 index 0000000..573efe2 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui.cpp @@ -0,0 +1,22929 @@ +// dear imgui, v1.91.9b +// (main code and documentation) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Copyright (c) 2014-2025 Omar Cornut +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- CONTROLS GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] WINDOW FOCUS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: + + - Doesn't look fancy. + - Limited layout features, intricate layouts are typically crafted in code. + + + CONTROLS GUIDE + ============== + + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z Undo. + - CTRL+Y or CTRL+Shift+Z: Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date! + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = nullptr; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name. + - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238) + - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable. + - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). + - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. + - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX. + - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. + prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls: + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.com/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.com/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.com/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.com/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + >>> See https://github.com/ocornut/imgui/wiki/Funding + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#include // intptr_t + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); + +namespace ImGui +{ +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); +#endif + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); + +// Misc +static void UpdateSettings(); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); +static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageBorderSize = 0.0f; // Thickness of border around tabs. + TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected; + TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; + ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugHighlightIdConflictsShowItemPicker = true; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; + + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + + // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseSource = ImGuiMouseSource_Mouse; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + AddInputCharacter(c); + } +} + +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} +#endif + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matterns: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = ImStrlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; + size_t src_size = ImStrlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)ImMemchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)ImMemchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line +{ + IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin)); + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + ImStrlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION +#define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + +#ifndef IMGUI_ENABLE_SSE4_2_CRC +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif +}; +#endif + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; + while (data < data_end) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + const ImU32* crc32_lut = GCrc32LookupTable; +#endif + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + (len ? 0 : 1); + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve) + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) +{ + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + ImGuiStoragePair* mid = in_p + count2; + if (mid->key < key) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +IM_MSVC_RUNTIME_CHECKS_OFF +static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) +{ + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) + Data.insert(it, ImGuiStoragePair(key, val)); + else + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + ImStrlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (ImGuiTextRange& f : Filters) + { + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (f.b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.Size == 0) + return true; + + if (text == NULL) + text = text_end = ""; + + for (const ImGuiTextRange& f : Filters) + { + if (f.b == f.e) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)ImStrlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; + StartSeekOffsetY = data->LossynessOffset; +} + +void ImGuiListClipper::End() +{ + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + SeekCursorForItem(ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); +} + +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *clipper->Ctx; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) + { + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + while (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + data->StepNo++; + if (clipper->DisplayStart >= clipper->DisplayEnd) + continue; + if (clipper->DisplayStart > already_submitted) + clipper->SeekCursorForItem(clipper->DisplayStart); + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + clipper->SeekCursorForItem(clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart >= DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, +}; + +static const ImGuiStyleVarInfo GStyleVarsInfo[] = +{ + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarsInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx); + void* data = var_info->GetVarPtr(&g.Style); + if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavCursor: return "NavCursor"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + ImStrlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + ImStrlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const float font_scale = draw_list->_Data->FontScale; + const char* text_end_ellipsis = NULL; + const float ellipsis_width = font->EllipsisWidth * font_scale; + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (borders && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + if (!fully_visible) + window->DrawList->PopClipRect(); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) + { + float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); + float a_max = a_min + IM_PI * 1.65f; + draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); + draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale); + } + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, +}; + +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinEndChildID = 0; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + memset(ContextName, 0, sizeof(ContextName)); + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + WindowsBorderHoverPadding = 0.0f; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflicts = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.TreeNodeStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Ctx = ctx; + Name = ImStrdup(name); + NameBufLen = (int)ImStrlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; + FontRefSize = 0.0f; + FontWindowScale = FontWindowScaleParents = FontDpiScale = 1.0f; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + DrawList->_Data = &Ctx->DrawListSharedData; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + { + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + // FIXME: Can't we fully rely on LastItemData yet? + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.HasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + + return true; +} + +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); + + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if (!IsItemFocused()) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + + if (g.HoveredWindow != window) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdIsDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + + SetHoveredID(id); + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. + // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); + } + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id && id != 0) + ClearActiveID(); + g.HoveredIdIsDisabled = true; + return false; + } + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } +#endif + + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.ItemFlags = item_flags; + g.LastItemData.StatusFlags = status_flags; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; +} + +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.DockTabItemStatusFlags, window->DC.DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); +} + +static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect); +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) + if (ImGuiContext* ctx = GImGui) + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->BgFgDrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } + FocusWindow(g.MovingWindow); + } + else + { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already) + if (g.HoveredIdIsDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL) + { + // Clicking on void disable focus + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? + clear_hovered_windows = true; + + // Disabled mouse hovering (we don't currently clear MousePos, we could) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments. +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; + viewport->DrawDataP.Valid = false; + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdIsDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; + } + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + g.TooltipPreviousWindow = NULL; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update keyboard/gamepad navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.GroupStack.resize(0); + + // Docking + DockContextNewFrameUpdateDocking(&g); + + // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); + g.IO.MetricsRenderWindows++; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) +{ + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + { + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) + continue; + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); + } +} + +static void InitViewportDrawData(ImGuiViewportP* viewport) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawData = draw_data; // Make publicly accessible + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + + draw_data->Valid = true; + draw_data->CmdListsCount = 0; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + draw_list->PopClipRect(); + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); + ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + if (viewport == NULL) + viewport = GetMainViewport(); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (ImGuiWindow* window : g.Windows) + { + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + if (g.FrameCountRendered == g.FrameCount) + return; + g.FrameCountRendered = g.FrameCount; + + g.IO.MetricsRenderWindows = 0; + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (ImGuiWindow* window : g.Windows) + { + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (ImGuiViewportP* viewport : g.Viewports) + { + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). + ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_TRUNC(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->WasActive || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + if (find_first_and_in_any_viewport) + { + hovered_window = window; + break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } + } + + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; +} + +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && g.NavCursorVisible; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. + g.ActiveIdAllowOverlap = true; +} +#endif + +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); + + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (window_flags & ImGuiWindowFlags_NavFlattened) + child_flags |= ImGuiChildFlags_NavFlattened; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; + + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } + SetNextWindowSize(size); + + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags; + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + // Set style + const float backup_border_size = g.Style.ChildBorderSize; + if ((child_flags & ImGuiChildFlags_Borders) == 0) + g.Style.ChildBorderSize = 0.0f; + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style + g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; + } + return ret; +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* child_window = g.CurrentWindow; + + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) + { + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) + { + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); + } + else + { + // Not navigable into + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; + } + if (g.HoveredWindow == child_window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags; + //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd() + } + else + { + SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); + } + + g.WithinEndChildID = backup_within_end_child_id; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); + } + + // Minimum size + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); + + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, + // we may need to compute/store three variants of size_auto_fit, for x/y/xy. + // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.y = window->SizeFull.y; + else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) + size_auto_fit.x = window->SizeFull.x; + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from resize grip / corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.WindowsBorderHoverPadding; + + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); + + if (held && g.IO.MouseDoubleClicked[0]) + { + // Auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit_mask = 0x03; // Both axes + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) + { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); + } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect border_limit_rect = parent_window->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavHighlightItemUnderNav = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); + + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding); + + return ret_auto_fit_mask; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) + { + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that Scrollbar() doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + const float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const float border_inner = IM_ROUND(window_border_size * 0.5f); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(col); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; +} + +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + window->SkipRefresh = false; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) + { + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; + } +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + + // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.HasFlags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + g.CurrentWindow = window; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f; + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + + // Inherit SetWindowFontScale() from parent until we fix this system... + window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; + } + + // Add to focus scope stack + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + else if (flags & ImGuiWindowFlags_ChildMenu) + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window. + + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { + ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + } +#endif + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_hovered = -1, border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + bool scrollbar_x_prev = window->ScrollbarX; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + + // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window->ScrollbarXStabilizeToggledHistory <<= 1; + window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00; + const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history. + if (scrollbar_x_stabilize) + window->ScrollbarX = true; + //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled) + // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name); + window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize; + + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; + + // Inner clipping rectangle. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeHasStackDataDepthMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. + if (want_focus) + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing CTRL+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; + window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + SetLastItemDataForWindow(window, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } +#endif + } + else + { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + + // Update visibility + if (first_begin_of_the_frame && !window->SkipRefresh) + { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } + + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + + return !window->SkipItems; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); + + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); + PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } + + // Stop logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.LastItemData = window_stack_data.ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuDepth--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontScale = g.FontSize / g.Font->FontSize; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontScale; +} + +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) + font = GetDefaultFont(); + g.FontStack.push_back(font); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + g.FontStack.pop_back(); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha; + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabledOverrideReenable() +{ + ImGuiContext& g = *GImGui; + g.DisabledStackSize--; + IM_ASSERT(g.DisabledStackSize > 0); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup; +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + + return true; +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImTrunc(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + + // Set + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + NavApplyItemToResult(&g.NavInitResult); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", "Oem102", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + if (key == ImGuiKey_None) + return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobal +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiInputFlags_RouteFocused) + { + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; + } + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + return 255; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 0; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 2; + return 254; + } + IM_ASSERT(0); + return 0; +} + +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +// Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test. +// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. +bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]); + return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) + { + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; + } + + // Update keys + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavHighlightItemUnderNav = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + if (io.MouseReleased[i]) + io.MouseReleasedTime[i] = g.Time; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation + if (io.MouseClicked[i]) + g.NavHighlightItemUnderNav = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axes + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axes are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) + break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + else if (e->Type == ImGuiInputEventType_Text) + { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_nonchar_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_NoOwner; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrMod(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() +//----------------------------------------------------------------------------- + +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders. + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); + + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; +#endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); +} + +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 + { + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. + ImGuiWindow* window = g.CurrentWindow; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing End()"); + End(); + } + } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); +} + +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) +{ + ImGuiContext& g = *GImGui; + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); + EndTabBar(); + } + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + if (window->DC.MenuBarAppending) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()"); + EndMenuBar(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); + TreePop(); + } + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); + EndGroup(); + } + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); + PopID(); + } + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } + } + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); + PopItemFlag(); + } + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); + PopStyleVar(); + } + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); + PopFont(); + } + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); + PopFocusScope(); + } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); +} + +bool ImGui::ErrorLog(const char* msg) +{ + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiWindow* window = g.CurrentWindow; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; +} + +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) + { + Text("(Hold CTRL to: use "); + SameLine(0.0f, 0.0f); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(0.0f, 0.0f); + Text(" to break in item call-stack, or "); + } + else + { + Text("(Hold CTRL to "); + } + SameLine(0.0f, 0.0f); + if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + SameLine(0.0f, 0.0f); + Text(")"); + EndErrorTooltip(); + } + + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold CTRL to:"); + SameLine(); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} + +// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionAvail(), +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); + const ImGuiStyle& style = g.Style; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); + } + w = IM_TRUNC(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImVec2 avail; + if (size.x < 0.0f || size.y < 0.0f) + avail = GetContentRegionAvail(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); +} + +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} +#endif + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_deactivated_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) + { + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +bool ImGui::BeginTooltip() +{ + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) + { + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + } + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +// Also see FindBlockingModal(NULL) +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +// See Demo->Stacked Modal to confirm what this is for. +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) + { + // No reopen + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); + + // Trim open popup stack + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; + g.OpenPopupStack.resize(remaining); + + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) + { + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback + else + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[128]; + IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu); + ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChildID = window->ID; + End(); + g.WithinEndChildID = backup_within_end_child_id; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse + clamp within outer boundaries) + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; + ImRect r_avoid; + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(focus_scope_id); + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + SetNavFocusScope(g.CurrentFocusScopeId); + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); +} + +static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) +{ + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; + return 0.0f; +} + +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + + const ImGuiDir move_dir = g.NavMoveDir; +#if IMGUI_DEBUG_NAV_SCORING + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + { + if (quadrant == move_dir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->ItemFlags = g.LastItemData.ItemFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set, but NextItemData is also still valid. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; + + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) + { + NavApplyItemToResult(&g.NavInitResult); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) + { + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update information for currently focused/navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (can_stop && g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else if (can_stop) + { + // Keep applying until reaching NavId + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); + + if (move_flags & ImGuiNavMoveFlags_IsTabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + // FIXME: ChildWindow test here is wrong for docking + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + SetNavFocusScope(window->NavRootFocusScopeId); + } +} + +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + ImRect ref_rect; + if (activated_shortcut) + ref_rect = g.LastItemData.NavRect; + else + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ref_rect.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; + if (g.NavInitResult.ID != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResult.ID = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { + g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos()); + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (ImGuiWindow* debug_window = g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + } + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + if (g.NavInitRequestFromMove) + SetNavCursorVisibleAfterMove(); +} + +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. +#if IMGUI_DEBUG_NAV_SCORING + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) + { + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResult.ID = 0; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) + ClearActiveID(); + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) + { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); + } + + // Apply new NavID/Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; + + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) + { + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; + } + + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; + } + + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); +} + +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + SetNavCursorVisibleAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingTarget(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() ? + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + g.NavWindowingTarget = NULL; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; + + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on Alt release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(g.NavWindowingToggleKey)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window) + NavUpdateWindowingApplyFocus(apply_focus_window); + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + SetNavCursorVisibleAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay"); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + // When ImGuiDragDropFlags_SourceExtern is set: + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); + } + + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + + g.DragDropAcceptFrameCount = g.FrameCount; + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); + return &payload; +} + +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; +} + +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) + { + case ImGuiLogFlags_OutputTTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogFlags_OutputFile: + ImFileClose(g.LogFile); + break; + case ImGuiLogFlags_OutputBuffer: + break; + case ImGuiLogFlags_OutputClipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + default: + IM_ASSERT(0); + break; + } + + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopItemFlag(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; + return NULL; +} + +// Clear all settings (windows, tables, docking etc.) +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = ImStrlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = ImStrlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. + settings->WantDelete = false; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + if (settings->WantDelete) + continue; + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + } + buf->append("\n"); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + ImVec2 prev_pos = viewport->Pos; + ImVec2 prev_size = viewport->Size; + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + if (prev_pos != viewport->Pos || prev_size != viewport->Size) + UpdateViewportPlatformMonitor(viewport); + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + viewport->DpiScale = 1.0f; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = 0; // Default to the first monitor as fallback + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= g.WindowsBorderHoverPadding; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= g.WindowsBorderHoverPadding; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DC.DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.HasFlags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + const char* text_end = text + ImStrlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(__3DS__) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0); + ImVector path_wbuf; + path_wbuf.resize(path_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize); + return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif // Default IME handlers + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (ImGuiWindow* thumb_window : g.Windows) + { + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Draw monitor and calculate their boundaries + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports + for (ImGuiViewportP* viewport : g.Viewports) + { + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImageWithBg(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + PopStyleVar(); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + + // Basic info + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); + SameLine(); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } + + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (ImGuiWindow* window : g.Windows) + { + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); + TreePop(); +} + +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + +// [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\": %.2f px, %d glyphs, %d sources(s)", + font->Sources ? font->Sources[0].Name : "", font->FontSize, font->Glyphs.Size, font->SourcesCount); + + // Display preview text + if (!opened) + Indent(); + Indent(); + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + if (!opened) + { + Unindent(); + Unindent(); + return; + } + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->SourcesCount; config_i++) + if (font->Sources) + { + const ImFontConfig* src = &font->Sources[config_i]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, &oversample_h, &oversample_v); + BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); + } + + // Display all glyphs of the fonts in separate pages of 256 characters + { + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + { + base += 8192 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + } + TreePop(); + Unindent(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (const ImGuiStoragePair& p : storage->Data) + { + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + SetNextItemOpen(true, ImGuiCond_Once); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + if (settings->WantDelete) + BeginDisabled(); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + } +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Clear hook when id stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + + // Build and display path + tool->ResultPathBuf.resize(0); + for (int stack_n = 0; stack_n < tool->Results.Size; stack_n++) + { + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + tool->ResultPathBuf.append(stack_n == 0 ? "//" : "/"); + for (int n = 0; level_desc[n]; n++) + { + if (level_desc[n] == '/') + tool->ResultPathBuf.append("\\"); + tool->ResultPathBuf.append(level_desc + n, level_desc + n + 1); + } + } + Text("0x%08X", tool->QueryId); + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + SameLine(); + PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); Checkbox("Ctrl+C: copy path", &tool->CopyToClipboardOnCtrlC); PopStyleVar(); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + SetClipboardText(tool->ResultPathBuf.c_str()); + } + + Text("- Path \"%s\"", tool->ResultPathBuf.c_str()); +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("- Label \"%s\"", tool->QueryId ? ImGuiTestEngine_FindItemDebugLabel(&g, tool->QueryId) : ""); +#endif + + Separator(); + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imgui.h b/lib/cimgui/cimgui/imgui/imgui.h new file mode 100644 index 0000000..fcc1d5a --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui.h @@ -0,0 +1,4026 @@ +// dear imgui, v1.91.9b +// (headers) + +// Help: +// - See links below. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. + +// Resources: +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) + +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.91.9b" +#define IMGUI_VERSION_NUM 19191 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Texture identifier (ImTextureID) +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Forward declarations: ImDrawList, ImFontAtlas layer +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) + +// Forward declarations: ImGui layer +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Texture identifier (ImTextureID) +//----------------------------------------------------------------------------- + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Layout cursor positioning + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - Tooltips windows by exception are opted out of disabling. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Shortcut Testing & Routing [BETA] + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame() + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 17, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth,// Renamed in 1.90.7 +#endif +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir : int +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection : ImU8 +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + ImGuiKey_Oem102, // Non-US backslash. + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_NamedKey_END, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + //ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + //ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard +#endif +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // Alpha preview + // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview. + // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + // - The new flags may be combined better and allow finer controls. + ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. + ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. +#endif + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Wait, // When waiting for something to process/load. + ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive. + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float ImageBorderSize; // Thickness of border around Image() calls. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + ImVec4 Colors[ImGuiCol_COUNT]; + + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9. +#endif +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + void* UserData; // = NULL // Store your own data. + + // Font system + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup. + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + // Option to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + //------------------------------------------------------------------ + // Platform Identifiers + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiContext* Ctx; // Parent UI context + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer. + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + ImGuiContext* Ctx; // Parent UI context + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers macros to generate 32-bit encoded colors +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); + + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Clear(); } + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +// A font input/source (we may rename this to ImFontSource in the future) +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + int FontNo; // 0 // Index of font within TTF/OTF file + int OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED IN 1.91.9: use GlyphExtraAdvanceX) + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. + ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Horizontal distance to advance layout with + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + + // [Internal] + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearFonts(); // Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates). + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [ALPHA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + + //------------------------------------------- + // Members + //------------------------------------------- + + // Input + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector Sources; // Source/configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // Height of characters/line, set during loading (don't change after loading) + + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // All glyphs. + ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // [Internal] Members: Cold ~32/40 bytes + // Conceptually Sources[] is the list of font sources merged to create this font. + ImFontAtlas* ContainerAtlas; // 4-8 // out // What we has been loaded into + ImFontConfig* Sources; // 4-8 // in // Pointer within ContainerAtlas->Sources[], to SourcesCount instances + short SourcesCount; // 2 // in // Number of ImFontConfig involved in creating this font. Usually 1, or >1 when merging multiple font sources into one ImFont. + short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). + ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + float EllipsisWidth; // 4 // out // Total ellipsis Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 + float Scale; // 4 // in // Base font scale (1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + bool DirtyLookupTables; // 1 // out // + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); + float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return Sources ? Sources->Name : ""; } + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + // Platform/Backend Dependent Data + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Input - Interface with OS and Platform backend (most common stuff) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Input - Interface with Renderer Backend + //------------------------------------------------------------------ + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with Platform & Renderer backends for Multi-Viewport support + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.91.9 (from February 2025) + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- border_col was removed in favor of ImGuiCol_ImageBorder. + // OBSOLETED in 1.91.0 (from July 2024) + static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + static inline void PopButtonRepeat() { PopItemFlag(); } + static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#ifdef IMGUI_DISABLE_METRICS_WINDOW +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else +#include "imgui_user.h" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imgui_demo.cpp b/lib/cimgui/cimgui/imgui/imgui_demo.cpp new file mode 100644 index 0000000..cea9a8a --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui_demo.cpp @@ -0,0 +1,10984 @@ +// dear imgui, v1.91.9b +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.com/faq +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// - Need help integrating Dear ImGui in your codebase? +// - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started +// - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. +// Get the latest version at https://github.com/ocornut/imgui + +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html +// - Find a visible string and search for it in the code! + +//--------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +//--------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +//-------------------------------------------- +// ABOUT THE MEANING OF THE 'static' KEYWORD: +//-------------------------------------------- +// In this demo code, we frequently use 'static' variables inside functions. +// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function. +// Think of "static int n = 0;" as "global int n = 0;" ! +// We do this IN THE DEMO because we want: +// - to gather code and data in the same place. +// - to make the demo source code faster to read, faster to change, smaller in size. +// - it is also a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. +// This might be a pattern you will want to use in your code, but most of the data you would be working +// with in a complex codebase is likely going to be stored outside your functions. + +//----------------------------------------- +// ABOUT THE CODING STYLE OF OUR DEMO CODE +//----------------------------------------- +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] DemoWindowMenuBar() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] DemoWindowWidgetsBasic() +// [SECTION] DemoWindowWidgetsBullets() +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +// [SECTION] DemoWindowWidgetsComboBoxes() +// [SECTION] DemoWindowWidgetsColorAndPickers() +// [SECTION] DemoWindowWidgetsDataTypes() +// [SECTION] DemoWindowWidgetsDisableBlocks() +// [SECTION] DemoWindowWidgetsDragAndDrop() +// [SECTION] DemoWindowWidgetsDragsAndSliders() +// [SECTION] DemoWindowWidgetsImages() +// [SECTION] DemoWindowWidgetsListBoxes() +// [SECTION] DemoWindowWidgetsMultiComponents() +// [SECTION] DemoWindowWidgetsPlotting() +// [SECTION] DemoWindowWidgetsProgressBars() +// [SECTION] DemoWindowWidgetsQueryingStatuses() +// [SECTION] DemoWindowWidgetsSelectables() +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +// [SECTION] DemoWindowWidgetsTabs() +// [SECTION] DemoWindowWidgetsText() +// [SECTION] DemoWindowWidgetsTextFilter() +// [SECTION] DemoWindowWidgetsTextInput() +// [SECTION] DemoWindowWidgetsTooltips() +// [SECTION] DemoWindowWidgetsTreeNodes() +// [SECTION] DemoWindowWidgetsVerticalSliders() +// [SECTION] DemoWindowWidgets() +// [SECTION] DemoWindowLayout() +// [SECTION] DemoWindowPopups() +// [SECTION] DemoWindowTables() +// [SECTION] DemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#include // intptr_t +#if !defined(_MSC_VER) || _MSC_VER >= 1800 +#include // PRId64/PRIu64, not avail in some MinGW headers. +#endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013) +#if !defined(PRId64) && defined(_MSC_VER) +#define PRId64 "I64d" +#define PRIu64 "I64u" +#elif !defined(PRId64) +#define PRId64 "lld" +#define PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +struct ImGuiDemoWindowData; +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions tends to grow non-linearly) +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void DemoWindowLayout(); +static void DemoWindowPopups(); +static void DemoWindowTables(); +static void DemoWindowColumns(); +static void DemoWindowInputs(); + +// Helper tree functions used by Property Editor & Multi-Select demos +struct ExampleTreeNode; +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); +static void ExampleTree_DestroyNode(ExampleTreeNode* node); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + bool DisableSections = false; + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just assert/crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); + + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); + + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } + + // Dear ImGui Tools (accessible from the "Tools" menu) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) + { + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + + // Menu Bar + DemoWindowMenuBar(&demo_data); + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::SeparatorText("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + + ImGui::SeparatorText("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + + ImGui::SeparatorText("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::SeparatorText("General"); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + + ImGui::SeparatorText("Widgets"); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); + ImGui::Text("Also see Style->Rendering for rendering options."); + + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools + ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); + ImGui::BeginDisabled(); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); + ImGui::EndDisabled(); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); + ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); + ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); + ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data."); + ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); + ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)."); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? + ImGui::BeginDisabled(); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); + ImGui::EndDisabled(); + + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::TreePop(); + ImGui::Spacing(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + DemoWindowWidgets(&demo_data); + DemoWindowLayout(); + DemoWindowPopups(); + DemoWindowTables(); + DemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBasic() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBasic() +{ + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::SeparatorText("General"); + + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopItemFlag(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Button("Tooltip"); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::LabelText("label", "Value"); + + ImGui::SeparatorText("Inputs"); + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V for clipboard.\n" + "CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + ImGui::SeparatorText("Drags"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42, i3 = 128; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); + } + + ImGui::SeparatorText("Sliders"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + ImGui::SeparatorText("Selectors/Pickers"); + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBullets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBullets() +{ + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsCollapsingHeaders() +{ + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsColorAndPickers() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsColorAndPickers() +{ + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None; + + ImGui::SeparatorText("Options"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int picker_mode = 0; + static int display_mode = 0; + static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar; + + ImGui::PushID("Color picker"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview); + if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags); + } + } + + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0"); + ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode."); + + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + + ImGuiColorEditFlags flags = base_flags | color_picker_flags; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::PopID(); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsComboBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsComboBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + filter.Draw("##Filter", -FLT_MIN); + + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDataTypes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDataTypes() +{ + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDisableBlocks() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Disable Blocks"); + if (ImGui::TreeNode("Disable Blocks")) + { + ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections."); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragAndDrop() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragAndDrop() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) + { + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragsAndSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragsAndSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsImages() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsImages() +{ + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); + ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImGui::EndTooltip(); + } + ImGui::PopStyleVar(); + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsListBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsListBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List Boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMultiComponents() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMultiComponents() +{ + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::SeparatorText("Ranges"); + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsPlotting() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsPlotting() +{ + // Plot/Graph widgets are not very good. +// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot +// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsProgressBars() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsProgressBars() +{ + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsQueryingStatuses() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsQueryingStatuses() +{ + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectables() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsSelectables() +{ + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b) > 0 ? +1 : -1; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //ImGui::Checkbox("Sorted", &OptKeepSorted); + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // SHIFT+Click w/ CTRL and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select, " + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTabs() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTabs() +{ + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsText() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsText() +{ + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextFilter() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextFilter() +{ + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextInput() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextInput() +{ + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTooltips() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTooltips() +{ + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " + "tooltip activation details across your application. You may however decide to use custom " + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTreeNodes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTreeNodes() +{ + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsVerticalSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsVerticalSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsBasic(); + DemoWindowWidgetsBullets(); + DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsColorAndPickers(); + DemoWindowWidgetsDataTypes(); + + if (disable_all) + ImGui::EndDisabled(); + DemoWindowWidgetsDisableBlocks(demo_data); + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsDragAndDrop(); + DemoWindowWidgetsDragsAndSliders(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); + DemoWindowWidgetsMultiComponents(); + DemoWindowWidgetsPlotting(); + DemoWindowWidgetsProgressBars(); + DemoWindowWidgetsQueryingStatuses(); + DemoWindowWidgetsSelectables(); + DemoWindowWidgetsSelectionAndMultiSelect(demo_data); + DemoWindowWidgetsTabs(); + DemoWindowWidgetsText(); + DemoWindowWidgetsTextFilter(); + DemoWindowWidgetsTextInput(); + DemoWindowWidgetsTooltips(); + DemoWindowWidgetsTreeNodes(); + DemoWindowWidgetsVerticalSliders(); + + if (disable_all) + ImGui::EndDisabled(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowLayout() +//----------------------------------------------------------------------------- + +static void DemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + ImGui::SeparatorText("Child windows"); + + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + + ImGui::SeparatorText("Misc/Advanced"); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //ImGui::SetItemTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + ImGui::SetItemTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); + if (ImGui::TreeNode("Overlap Mode")) + { + static bool enable_allow_overlap = true; + + HelpMarker( + "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); + + ImVec2 button1_pos = ImGui::GetCursorScreenPos(); + ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f); + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Button("Button 1", ImVec2(80, 80)); + ImGui::SetCursorScreenPos(button2_pos); + ImGui::Button("Button 2", ImVec2(80, 80)); + + // This is typically used with width-spanning items. + // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut + // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.) + if (enable_allow_overlap) + ImGui::SetNextItemAllowOverlap(); + ImGui::Selectable("Some Selectable", false); + ImGui::SameLine(); + ImGui::SmallButton("++"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowPopups() +//----------------------------------------------------------------------------- + +static void DemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::SeparatorText("Aquarium"); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + ImGui::SetItemTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SetItemTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("Color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowTables() +//----------------------------------------------------------------------------- + +static void DemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Expand all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Collapse all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + bool has_angled_header = false; + for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) + { + for (int row = 0; row < 8; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); + if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::Text("Line 1"); + ImGui::Text("Line 2"); + + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40)); + ImGui::TableNextColumn(); + ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column + ImGui::Text("Line 1, with SameLine(0,0)"); + ImGui::Text("Line 2"); + + ImGui::EndTable(); + } + + HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table."); + if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders)) + { + ImGuiStyle& style = ImGui::GetStyle(); + for (int row = 0; row < 8; row++) + { + if ((row % 3) == 2) + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); + ImGui::TableNextRow(ImGuiTableRowFlags_None); + ImGui::TableNextColumn(); + ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); + if ((row % 3) == 2) + ImGui::PopStyleVar(); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + // Submit table contents + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Angled headers"); + if (ImGui::TreeNode("Angled headers")) + { + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_ARRAYSIZE(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-colunm context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + if (sort_specs && sort_specs->SpecsDirty) + items_need_sort = true; + if (sort_specs && items_need_sort && items.Size > 1) + { + MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size); + sort_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + DemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void DemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::PushID(i); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowInputs() +//----------------------------------------------------------------------------- + +static void DemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Mouse clicked count:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); } + + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; + ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::TreePop(); + } + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + if (ImGui::TreeNode("Shortcuts")) + { + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for CTRL+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press CTRL+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopItemFlag(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + + ImGui::Separator(); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + ImGui::Text("If your company uses this, please consider funding the project."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef __EMSCRIPTEN__ + ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChild(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + if (font == font_current) + ImGui::SetItemDefaultFocus(); + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::SeparatorText("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + + ImGui::SeparatorText("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + + ImGui::SeparatorText("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tabs"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + ImGui::DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.1f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f"); + ImGui::DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.1f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tables"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + ImGui::SeparatorText("Windows"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + + ImGui::SeparatorText("Widgets"); + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tooltips"); + for (int n = 0; n < 2; n++) + if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + { + ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + ImGui::TreePop(); + } + + ImGui::SeparatorText("Misc"); + ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ImGui::Button("?")) + ImGui::DebugFlashStyleColor((ImGuiCol)i); + ImGui::SetItemTooltip("Flash given color to identify places where it is used."); + ImGui::SameLine(); +#endif + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = ImGui::IsItemActive(); + if (show_samples) + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + if (show_samples && ImGui::BeginTooltip()) + { + ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + // N is not always exact here due to how PathArcTo() function work internally + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputting text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + ImGui::Separator(); + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + ImGui::MemFree(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + ImGui::MemFree(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (const char* item : Items) + { + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + ImGui::MemFree(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- + +struct ExampleAppPropertyEditor +{ + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; + + void Draw(ExampleTreeNode* root_node) + { + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) + { + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + IMGUI_DEMO_MARKER("Examples/Property Editor"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", + "Width Between 400 and 500", + "Height at least 400", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 6; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one or the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + + // Filled shapes + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + // Demonstrate out-of-order rendering via channels splitting + // We use functions in ImDrawList as each draw list contains a convenience splitter, + // but you can also instantiate your own ImDrawListSplitter if you need to nest them. + if (ImGui::BeginTabItem("Draw Channels")) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + { + ImGui::Text("Blue shape is drawn first: appears in back"); + ImGui::Text("Red shape is drawn after: appears in front"); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red + ImGui::Dummy(ImVec2(75, 75)); + } + ImGui::Separator(); + { + ImGui::Text("Blue shape is drawn first, into channel 1: appears in front"); + ImGui::Text("Red shape is drawn after, into channel 0: appears in back"); + ImVec2 p1 = ImGui::GetCursorScreenPos(); + + // Create 2 channels and draw a Blue shape THEN a Red shape. + // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls. + draw_list->ChannelsSplit(2); + draw_list->ChannelsSetCurrent(1); + draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue + draw_list->ChannelsSetCurrent(0); + draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red + + // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1. + // This works by copying draw indices only (vertices are not copied). + draw_list->ChannelsMerge(); + ImGui::Dummy(ImVec2(75, 75)); + ImGui::Text("After reordering, contents of channel 0 appears below channel 1."); + } + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); + Open = OpenPrev = open; + Dirty = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } + + // Display placeholder contents for the Document + void DisplayDocContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } + ImGui::SameLine(); + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) + doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + void DisplayDocContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); + ImGui::EndPopup(); + } + + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() + { + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } + } +}; + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (MyDocument& doc : app.Documents) + open_count += doc.Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (MyDocument& doc : app.Documents) + if (!doc.Open && ImGui::MenuItem(doc.Name)) + doc.DoOpen(); + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (MyDocument& doc : app.Documents) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument& doc = app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(&doc); + if (ImGui::Checkbox(doc.Name, &doc.Open)) + if (!doc.Open) + doc.DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + app.NotifyOfDocumentsClosedElsewhere(); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (MyDocument& doc : app.Documents) + { + if (!doc.Open) + continue; + + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); + ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc.Open && doc.Dirty) + { + doc.Open = true; + app.CloseQueue.push_back(&doc); + } + + app.DisplayDocContextMenu(&doc); + if (visible) + { + app.DisplayDocContents(&doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Display renaming UI + if (app.RenamingDoc != NULL) + { + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) + { + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; + } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; + } + + // Display closing confirmation UI + if (!app.CloseQueue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + { + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); + } + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + app.CloseQueue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowDragUnselected = false; + bool AllowBoxSelect = true; + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputing to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with CTRL+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imgui_draw.cpp b/lib/cimgui/cimgui/imgui/imgui_draw.cpp new file mode 100644 index 0000000..7c4eaa4 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui_draw.cpp @@ -0,0 +1,4854 @@ +// dear imgui, v1.91.9b +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas: glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloor(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_strlen(x) ImStrlen(x) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + InitialFringeScale = 1.0f; + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _Data = shared_data; +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _CallbacksDataBuf.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = _Data->InitialFringeScale; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _CallbacksDataBuf.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; + CmdBuffer.pop_back(); + } +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + + curr_cmd->UserCallback = callback; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; + _Path.push_back(point); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; + // No need to strlen() here: font->RenderText() will do it and may early out. + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 0; // Auto == 1 or 2 depending on size + OversampleV = 0; // Auto == 1 + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; + EllipsisChar = 0; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +// - ImFontAtlas::Clear() +// - ImFontAtlas::GetTexDataAsAlpha8() +// - ImFontAtlas::GetTexDataAsRGBA32() +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::AddCustomRectRegular() +// - ImFontAtlas::AddCustomRectFontGlyph() +// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlasGetMouseCursorTexData() +// - ImFontAtlas::Build() +// - ImFontAtlasBuildMultiplyCalcLookupTable() +// - ImFontAtlasBuildMultiplyRectAlpha8() +// - ImFontAtlasBuildWithStbTruetype() +// - ImFontAtlasGetBuilderForStbTruetype() +// - ImFontAtlasUpdateSourcesPointers() +// - ImFontAtlasBuildSetupFont() +// - ImFontAtlasBuildPackCustomRects() +// - ImFontAtlasBuildRender8bppRectFromString() +// - ImFontAtlasBuildRender32bppRectFromString() +// - ImFontAtlasBuildRenderDefaultTexData() +// - ImFontAtlasBuildRenderLinesTexData() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildFinish() +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (ImFontConfig& font_cfg : Sources) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) + { + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (ImFont* font : Fonts) + if (font->Sources >= Sources.Data && font->Sources < Sources.Data + Sources.Size) + { + font->Sources = NULL; + font->SourcesCount = 0; + } + Sources.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ClearInputData(); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + Sources.push_back(*font_cfg); + ImFontConfig& new_font_cfg = Sources.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + + // Pointers to Sources data are otherwise dangling + ImFontAtlasUpdateSourcesPointers(this); + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(atlas->PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * atlas->TexUvScale; + out_uv_border[1] = (pos + size) * atlas->TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * atlas->TexUvScale; + out_uv_fill[1] = (pos + size) * atlas->TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (Sources.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v) +{ + // Automatically disable horizontal oversampling over size 36 + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (src->SizePixels * src->RasterizerDensity > 36.0f || src->PixelSnapH) ? 1 : 2; + *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->Sources.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->Sources.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->Sources.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& src = atlas->Sources[src_i]; + IM_ASSERT(src.DstFont && (!src.DstFont->IsLoaded() || src.DstFont->ContainerAtlas == atlas)); + + // Find index from src.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (src.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // src.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src.FontData, src.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)src.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = src.GlyphRanges ? src.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + const int pack_padding = atlas->TexGlyphPadding; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Automatic selection of oversampling parameters + ImFontConfig& src = atlas->Sources[src_i]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(&src, &oversample_h, &oversample_v); + + // Convert our ranges in the format stb_truetype wants + src_tmp.PackRange.font_size = src.SizePixels * src.RasterizerDensity; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)oversample_h; + src_tmp.PackRange.v_oversample = (unsigned char)oversample_v; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (src.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels * src.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -src.SizePixels * src.RasterizerDensity); + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * oversample_h, scale * oversample_v, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + oversample_h - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + oversample_v - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + for (int i = 0; i < atlas->CustomRects.Size; i++) + total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); + spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& src = atlas->Sources[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (src.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->Sources is != from src which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& src = atlas->Sources[src_i]; + ImFont* dst_font = src.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); + ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent); + const float font_off_x = src.GlyphOffset.x; + const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const float inv_rasterization_scale = 1.0f / src.RasterizerDensity; + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&src, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& src : atlas->Sources) + { + ImFont* font = src.DstFont; + if (!src.MergeMode) + { + font->Sources = &src; + font->SourcesCount = 0; + } + font->SourcesCount++; + } +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + IM_ASSERT(font->Sources == font_config); + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif + + const int pack_padding = atlas->TexGlyphPadding; + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width + pack_padding; + pack_rects[i].h = user_rects[i].Height + pack_padding; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) + { + // White pixels only + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + else + { + // White pixels and mouse cursor + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + int y = n; + int line_width = n; + int pad_left = (r->Width - line_width) / 2; + int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + if (r->GlyphColored) + r->Font->Glyphs.back().Colored = 1; + } + + // Build all fonts lookup tables + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); + + atlas->TexReady = true; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + memset(this, 0, sizeof(*this)); + Scale = 1.0f; +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImU16)i; + + // Mark 4K page as used + const int page_n = codepoint / 8192; + Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImU16)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)' ')) + glyph->Visible = false; + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)'\t')) + glyph->Visible = false; + + // Setup Fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { Sources->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == 0) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != 0) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != 0) + { + const ImFontGlyph* dot_glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; + EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + } +} + +// API is designed this way to avoid exposing the 8K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 8192); + unsigned int page_last = (c_last / 8192); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used8kPagesMap)) + if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImU16)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* src, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (src != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX, src->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake extra spacing + advance_x += src->GlyphExtraAdvanceX; + } + + int glyph_idx = Glyphs.Size; + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs[glyph_idx]; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + IM_ASSERT(Glyphs.Size < 0xFFFF); // IndexLookup[] hold 16-bit values and -1 is reserved. + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImU16)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImU16)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +// Find glyph, return fallback if missing +ImFontGlyph* ImFont::FindGlyph(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImU16 i = IndexLookup.Data[c]; + if (i == (ImU16)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImU16 i = IndexLookup.Data[c]; + if (i == (ImU16)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Trim trailing space and find beginning of next line +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + IM_ASSERT(text_end != NULL); + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ImFontGetCharAdvanceX(this, c); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) +{ + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) +{ + // Align to be pixel perfect + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + if (y > clip_rect.w) + return; + + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const float origin_x = x; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - origin_x)); + + if (s >= word_wrap_eol) + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c < 32) + { + if (c == '\n') + { + x = origin_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); + vtx_write += 4; + vtx_index += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_index; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + // FIXME-OPT: This should be baked in font. + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = +{ + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130, + 15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89, + 187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60, + 245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2, + 0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131, + 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9,32,4,66,231,37,90,39,7,66,239,8,84,219,15,69,105,23,24,85,27,27,87,31,11,33,1,128,76,94,6,32,1,85,241,7,33,128,128,106,48,10,33,128,128,69,136,11,133,13,24,79,116,49,84,236,8,24, + 91,87,9,32,5,165,255,69,115,12,66,27,15,159,15,24,72,247,12,74,178,5,24,80,64,15,33,0,128,143,17,77,89,51,130,214,24,81,43,7,170,215,74,49,8,159,199,143,31,139,215,69,143,5,32,254, + 24,81,50,35,181,217,84,123,70,143,195,159,15,65,187,16,66,123,7,65,175,15,65,193,29,68,207,39,79,27,5,70,131,6,32,4,68,211,33,33,67,0,83,143,14,159,207,143,31,140,223,33,0,128,24,80, + 82,14,24,93,16,23,32,253,65,195,5,68,227,40,133,214,107,31,7,32,5,67,115,27,87,9,8,107,31,43,66,125,6,32,0,103,177,23,131,127,72,203,36,32,0,110,103,8,155,163,73,135,6,32,19,24,112, + 99,10,65,71,11,73,143,19,143,31,126,195,5,24,85,21,9,24,76,47,14,32,254,24,93,77,36,68,207,11,39,25,0,0,255,128,3,128,4,66,51,37,95,247,13,82,255,24,76,39,19,147,221,66,85,27,24,118, + 7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; +} +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imgui_internal.h b/lib/cimgui/cimgui/imgui/imgui_internal.h new file mode 100644 index 0000000..0f106d4 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui_internal.h @@ -0,0 +1,3939 @@ +// dear imgui, v1.91.9b +// (internal structures/api) + +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Style support +// [SECTION] Data types support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Typing-select support +// [SECTION] Columns support +// [SECTION] Box-select support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Localization support +// [SECTION] Error handling, State recovery support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +// Utilities +// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImPool<>, ImChunkStream<>) +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImGuiTextIndex; // Maintain a line index for a text buffer. + +// ImDrawList/ImFontAtlas +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances + +// ImGui +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum) +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Enumerations +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +static inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; } + +// Helpers: String +#define ImStrlen strlen +#define ImMemchr memchr +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +typedef ImU32* ImBitArrayPtr; // Name for use in structs + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; + +// Helper: ImGuiTextIndex +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float FontScale; // Current/default font scale (== FontSize / Font->FontSize) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + float InitialFringeScale; // Initial scale to apply to AA fringe + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImVector TempBuffer; // Temporary write buffer + + // Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; + + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Style support +//----------------------------------------------------------------------------- + +struct ImGuiStyleVarInfo +{ + ImU32 Count : 8; // 1+ + ImGuiDataType DataType : 8; + ImU32 Offset : 16; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ +{ + // Controlled by user + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + + // Additional status + semantic for ImGuiTestEngine +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) +#endif +}; + +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ +{ + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupDeactivatedIdIsAlive; + bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + ImGuiID ID; // widget id owning the text state + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; + int ReloadSelectionEnd; + + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + + // Cursor & Selection + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); +}; + +enum ImGuiWindowRefreshFlags_ +{ + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, + ImGuiNextWindowDataFlags_HasViewport = 1 << 11, + ImGuiNextWindowDataFlags_HasDock = 1 << 12, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags HasFlags; + + // Members below are NOT cleared. Always rely on HasFlags. + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlags; // Only honored by BeginTable() + ImGuiChildFlags ChildFlags; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + + // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData +{ + ImGuiID ID; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing +}; + +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState +{ + short SizeOfWindowStack; + short SizeOfIDStack; + short SizeOfTreeStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag + float DisabledOverrideReenableAlphaBackup; +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } +}; + +// Extend ImGuiInputFlags_ +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavRenderCursorFlags_ +{ + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 +#endif +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +// Storage for navigation query/results +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool IsChild; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowDockingNodes = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + ImGuiTextBuffer ResultPathBuf; + + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + float FontScale; // == FontSize / Font->FontSize + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImGuiID WithinEndChildID; // Set within EndChild() + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; + + // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiID ActiveIdPreviousFrame; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' + + // Next window/item data + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + + // Shared stacks + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + ImGuiID NavId; // Focused item for navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiActivateFlags NavActivateFlags; + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. + ImS8 NavCursorHideFrames; + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) + ImVec2 MouseLastValidPos; + + // Widget state + ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; + + ImGuiContext(ImFontAtlas* shared_font_atlas); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. + bool NavHideHighlightOneFrame; + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Status flags + ImGuiItemStatusFlags WindowItemStatusFlags; + ImGuiItemStatusFlags ChildItemStatusFlags; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? + ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontWindowScaleParents; + float FontDpiScale; + float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontBaseSize * FontWindowScale * FontDpiScale * FontWindowScaleParents; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading + ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. +}; + +// Storage for one active tab item (sizeof() 48 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 160 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImGuiWindow* Window; + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 112 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 bytes +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is " + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable(). + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 16 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImS8 IsEnabled : 2; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = -1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crashes because g.CurrentWindow is NULL, it means that either: + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + IMGUI_API void PushPasswordFont(); + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Keyboard/Gamepad Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void SetNavCursorVisibleAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); + + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Debug Tools + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v); + +IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imgui_tables.cpp b/lib/cimgui/cimgui/imgui/imgui_tables.cpp new file mode 100644 index 0000000..c98aea2 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui_tables.cpp @@ -0,0 +1,4525 @@ +// dear imgui, v1.91b +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of -1 for 'init_width'/'init_weight'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with padding honored. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manually resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) + { + ItemSize(outer_rect); + ItemAdd(outer_rect, id); + g.NextWindowData.ClearFlags(); + return false; + } + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; + table->ID = id; + table->Flags = flags; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent; + temp_data->UserOuterSize = outer_size; + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None; + ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None; + if (flags & ImGuiTableFlags_ScrollX) + child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar; + BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; + + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used to avoid GC + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934) + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this in the TableBegin() of the first instance of each table) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer); + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + + // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { + column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false && table->InstanceCurrent == 0) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + if (mouse_skewed_x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastTopHeadersRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) + { + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); + } + + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axes together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing + EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block + // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. + const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); +} + +// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings. +// 'init_mask' specify which fields to initialize. +static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask) +{ + ImGuiTableColumnFlags flags = column->Flags; + if (init_mask & ImGuiTableFlags_Resizable) + { + float init_width_or_weight = column->InitStretchWeightOrWidth; + column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f; + if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified + column->AutoFitQueue = 0x00; + } + if (init_mask & ImGuiTableFlags_Reorderable) + column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column); + if (init_mask & ImGuiTableFlags_Hideable) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + if (init_mask & ImGuiTableFlags_Sortable) + { + // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1; + column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None; + } +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags; + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + init_flags |= ImGuiTableFlags_Resizable; + TableInitColumnDefaults(table, column, init_flags); + } + + // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + ImStrlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal +} + +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->RowCellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Only called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; + + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 top_border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = table->NavLayer; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; + + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + if ((column_n >= 0 && column_n < table->ColumnsCount) == false) + { + IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!"); + return false; + } + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[column_n].IsRequestOutput; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return table->Columns[table->CurrentColumn].IsRequestOutput; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + // Note how WorkRect.Max.y is only set once during layout + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantities + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < max_draw_channels); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) + continue; + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border between it is above outer border. + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] +// - TableHeadersRow() +// - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + bool sort_arrow = false; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed + else + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Initialize default columns settings + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + TableInitColumnDefaults(table, column, ~0); + column->AutoFitQueue = 0x00; + } + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1) + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + char buf[512]; + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_TRUNC(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); +} + +void ImGui::Columns(int columns_count, const char* id, bool borders) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imgui_widgets.cpp b/lib/cimgui/cimgui/imgui/imgui_widgets.cpp new file mode 100644 index 0000000..45428e7 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imgui_widgets.cpp @@ -0,0 +1,10576 @@ +// dear imgui, v1.91b +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support +// [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_internal.h" + +// System includes +#include // intptr_t + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + ImStrlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +// - Hyperlink() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonLeft; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() + if (g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id, item_flags); + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + IM_ASSERT(id != 0); // Lazily check inside rare path. + + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) + { + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) + pressed = true; + } + + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + if (hovered) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size >= 0.0f); + const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f); + const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f; + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width) + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; + if (g.ActiveIdIsJustActivated) + { + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + if (g.Style.ImageBorderSize > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +{ + ImageWithBg(user_texture_id, image_size, uv0, uv1); +} + +// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f + PushStyleColor(ImGuiCol_Border, border_col); + ImageWithBg(user_texture_id, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + PopStyleColor(); + PopStyleVar(); +} +#endif + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((ImTextureID)(intptr_t)user_texture_id); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + PopID(); + return ret; +} +*/ +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) + { + *v = checked; + pressed = true; // return value + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) + { + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + } + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (is_visible && label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavCursor(total_bb, id); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); + if (active) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); + + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) + { + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); + } + + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode. + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +void ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + if (TextLink(label)) + if (g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); + + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; + PushColumnsBackground(); + } + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) + { + // Draw + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImTrunc(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavCursor(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.HasFlags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + g.BeginComboDepth++; + return true; +} + +void ImGui::EndCombo() +{ + ImGuiContext& g = *GImGui; + EndPopup(); + g.BeginComboDepth--; +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static const char* Items_ArrayGetter(void* data, int idx) +{ + const char* const* items = (const char* const*)data; + return items[idx]; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static const char* Items_SingleStringGetter(void* data, int idx) +{ + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += ImStrlen(p) + 1; + items_count++; + } + return *p ? p : NULL; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + preview_value = getter(user_data, *current_item); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += ImStrlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) +{ + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } + return false; + } + + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + if (*v != v_cur && is_bounded) + { + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL+click on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL+click on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + if (clicked || g.NavActivateId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return "" +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return ""; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + + char buf[64]; + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; + else + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + } + else + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size))) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + PopItemFlag(); + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - imstb_textedit.h include +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +namespace ImStb +{ +#include "imstb_textedit.h" +} + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +// This is only used in the path where the multiline widget is inactivate. +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (true) + { + const char* s_eol = strchr(s, '\n'); + line_count++; + if (s_eol == NULL) + { + s = s + ImStrlen(s); + break; + } + s = s_eol + 1; + } + *out_text_end = s; + return line_count; +} + +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *ctx; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const char* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + if (c < 0x80) + s += 1; + else + s += ImTextCharFromUtf8(&c, s, text_end); + + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. +namespace ImStb +{ +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->Edited = true; + obj->TextLen -= n; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->TextLen; + IM_ASSERT(pos <= text_len); + + if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) + return false; + + // Grow internal buffer if needed + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (new_text_len + text_len + 1 > obj->TextA.Size) + { + if (!is_resizable) + return false; + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; + } + + char* text = obj->TextA.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); + + obj->Edited = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8)); + CursorFollow = true; + CursorAnimReset(); +} + +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text from within a callback. +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + // Accept null ranges + if (new_text == new_text_end) + return; + + // Grow internal buffer if needed + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + ImGuiContext& g = *Ctx; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.resize(new_buf_size + 1); + edit_state->TextSrc = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacity = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +void ImGui::PushPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFont* in_font = g.Font; + ImFont* out_font = &g.InputTextPasswordFont; + ImFontGlyph* glyph = in_font->FindGlyph('*'); + out_font->FontSize = in_font->FontSize; + out_font->Scale = in_font->Scale; + out_font->Ascent = in_font->Ascent; + out_font->Descent = in_font->Descent; + out_font->ContainerAtlas = in_font->ContainerAtlas; + out_font->FallbackGlyph = glyph; + out_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(out_font->Glyphs.Size == 0 && out_font->IndexAdvanceX.Size == 0 && out_font->IndexLookup.Size == 0); + PushFont(out_font); +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space + { + c = *p_char = ' '; + pass = true; + } + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source_is_clipboard == false) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiContext& g = *GImGui; + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) +{ + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = old_buf[first_diff + i]; +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); + } +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + } + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); + const bool init_state = (init_make_active || user_scroll_active); + if (init_reload_from_user_buf) + { + int new_len = (int)ImStrlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)ImStrlen(buf); + IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + state->ID = id; + state->TextLen = buf_len; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } + + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (recycle_state) + state->CursorClamp(); + else + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (user_clicked && io.KeyCtrl) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)ImStrlen(buf); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. + } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + PushPasswordFont(); + + // Process mouse inputs and character inputs + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + state->Edited = false; + state->BufCapacity = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb->row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnCharPressed(c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + { + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)ImStrlen(clipboard); + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); + for (const char* s = clipboard; *s != 0; ) + { + unsigned int c; + int in_len = ImTextCharFromUtf8(&c, s, NULL); + s += in_len; + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) + continue; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)ImStrlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); + } + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation + { + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); + state->CursorFollow = true; + } + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->TextToRevertTo.Data) != 0) + { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + value_changed = true; + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); + } + } + + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply current edited text immediately. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + + const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; + const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; + const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } + if (buf_dirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) + { + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; + } + } + } + + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) + ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; + + // Render frame + if (!is_multiline) + { + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + + // Display hint when contents is empty + // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + if (new_is_displaying_hint != is_displaying_hint) + { + if (is_password && !is_displaying_hint) + PopFont(); + is_displaying_hint = new_is_displaying_hint; + if (is_password && !is_displaying_hint) + PushPasswordFont(); + } + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + ImStrlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->TextLen; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const char* text_begin = buf_display; + const char* text_end = text_begin + state->TextLen; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; + + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)ImMemchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } + line_count++; + } + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) + { + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->Scroll.y = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); + if (render_selection) + { + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const char* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + p = (const char*)ImMemchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; + } + else + { + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; + } + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; + else if (!is_displaying_hint) + buf_display_end = buf_display + ImStrlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) + { + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + if (state) + state->TextSrc = NULL; + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("BufCapacityA: %d", state->BufCapacity); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditSavedSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + float prev_split = 0.0f; + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; + g.NextItemData.ClearFlags(); + + PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive() && !is_readonly) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(3, 3); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque)) + flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + else + window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb; + if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavCursor(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_; + ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + PopItemFlag(); + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + + ImGuiContext& g = *GImGui; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + PopItemFlag(); + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(ptr_id); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(id, flags, label, label_end); +} + +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + return storage->GetInt(storage_id, 0) != 0; +} + +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(storage_id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(storage_id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.back(); + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); + ImRect frame_bb; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; + } + + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); + + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && is_open && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + if (!is_visible) + { + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; // Double click + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(storage_id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + { + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (store_tree_node_stack_data && is_open) + TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) // Only set during request + { + ImGuiTreeNodeStackData* data = &g.TreeNodeStack.back(); + IM_ASSERT(data->ID == window->IDStack.back()); + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) + { + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + } + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + } + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; + if (span_all_columns) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + + // Multi-selection support (header) + const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + } + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; + } + } + if (pressed) + MarkItemEdited(id); + + if (selected != was_selected) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (is_visible) + { + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } + } + + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } + + // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. + if (is_visible) + RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)ImStrlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + SetNavCursorVisibleAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (CTRL+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } +} + +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 + if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.) + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); + } + + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); + return true; +} + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChild(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) + return -1; + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##MenuBar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + const float border_top = ImMax(IM_ROUND(window->WindowBorderSize * 0.5f - window->TitleBarHeight), 0.0f); + const float border_half = IM_ROUND(window->WindowBorderSize * 0.5f); + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, border_half))), ImFloor(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkInsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkInsetMax[axis] += axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + + // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356) + g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings; + BeginMenuBar(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + ImGuiContext& g = *GImGui; + if (!g.CurrentWindow->DC.MenuBarAppending) + { + IM_ASSERT_USER_ERROR(0, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar + return; + } + + EndMenuBar(); + g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356) + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0) + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside a horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_open_nav_init = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) + want_close = true; + + // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = want_open_nav_init = true; + NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + IM_ASSERT(tab_bar->ID != 0); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + tab_bar->Window = window; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); + if (g.Style.TabBarBorderSize > 0.0f) + { + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + tab_bar->LastTabItemIdx = -1; + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab->NameOffset = -1; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + + // Apply request requests + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +{ + if (docked_window != NULL) + { + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Window) + return tab->Window->Name; + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + TabBarQueueFocus(tab_bar, tab); + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = TabBarGetTabOrder(tab_bar, tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) + select_dir = +1; + PopItemFlag(); + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = TabBarGetTabName(tab_bar, tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); +} + +void ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + SetNextItemWidth(width); + TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) + if (docked_window != NULL) + { + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1); + } + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held, pressed; + if (flags & ImGuiTabItemFlags_Invisible) + hovered = held = pressed = false; + else + pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible); + if (is_visible) + { + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + // Might be moved to TabItemBackground() ? + ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline); + if (style.TabRounding > 0.0f) + { + float rounding = style.TabRounding; + display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9); + display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11); + display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize); + } + else + { + display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col, style.TabBarOverlineSize); + } + } + RenderNavCursor(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too. + + if (close_button_id != 0) + { + if (is_contents_visible) + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)); + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)); + } + + // When tabs/document is unsaved, the unsaved marker takes priority over the close button. + const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); + if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + else if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/lib/cimgui/cimgui/imgui/imstb_rectpack.h b/lib/cimgui/cimgui/imgui/imstb_rectpack.h new file mode 100644 index 0000000..f6917e7 --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/lib/cimgui/cimgui/imgui/imstb_textedit.h b/lib/cimgui/cimgui/imgui/imstb_textedit.h new file mode 100644 index 0000000..b7a761c --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imstb_textedit.h @@ -0,0 +1,1469 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining IMSTB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int +#endif +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct STB_TexteditState +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_IMSTB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION + +#ifndef IMSTB_TEXTEDIT_memmove +#include +#define IMSTB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + +// API key: process a keyboard input +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); + } +#endif + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/lib/cimgui/cimgui/imgui/imstb_truetype.h b/lib/cimgui/cimgui/imgui/imstb_truetype.h new file mode 100644 index 0000000..976f09c --- /dev/null +++ b/lib/cimgui/cimgui/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph received the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/lib/cimgui/cimgui/imgui/structs.py b/lib/cimgui/cimgui/imgui/structs.py new file mode 100644 index 0000000..da9dd2a --- /dev/null +++ b/lib/cimgui/cimgui/imgui/structs.py @@ -0,0 +1,217 @@ +inp = """ +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +""" + +''' +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventMouseViewport MouseViewport; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +''' + +def parseFunction(line): + line = line.strip(' \n;') + line = line.replace(')', '') + s = line.split('(') + returnType = convertTypeName(s[0].strip(' ')) + funcName = convertVarName(s[1].strip('* ')) + funcName = funcName.replace('__', '_') + argsRaw = s[2].split(',') + args = [] + for a in argsRaw: + if len(a) >= 1: + args.append(a) + + argList = [] + for a in args: + a = a.strip(' ') + tname, vname = splitTypeAndLabel(a) + argList.append([convertTypeName(tname), convertVarName(vname)]) + + return (returnType, funcName, argList) + +def convertVarName(name): + ostr = "" + first = True + for c in name: + if c.isupper(): + if first: + first = False + else: + ostr += '_' + ostr += c.lower() + return ostr + +def convertTypeName(entry): + if 'void*' == entry: + return '?*anyopaque' + if 'void' == entry: + return 'void' + + isVector = False + if entry[:8] == 'ImVector': + isVector = True + + typeName = entry + const = False + pointer = False + if '*' in typeName: + pointer = True; + typeName = typeName.strip('*') + + if typeName[:5] == 'const': + const = True + typeName = typeName[5:] + typeName = typeName.strip(' ') + + if '_' in typeName: + x = typeName.split('_') + typeName = x[-1] + rv = convertInner(typeName) + + if const: + rv = 'const ' + rv + + if pointer: + rv = '[*c]' + rv + + if isVector: + rv += 'Vector' + + return rv + +def convertInner(typeName): + if 'float' == typeName: + return 'f32' + if 'char' == typeName: + return 'u8' + if 'int' == typeName: + return 'c_int' + if 'short' == typeName: + return 'c_short' + if 'unsigned int' == typeName: + return 'c_uint' + if 'unsigned short' == typeName: + return 'c_ushort' + if 'unsigned long' == typeName: + return 'c_ulong' + if 'long' == typeName: + return 'c_long' + if 'longlong' == typeName: + return 'c_longlong' + if 'ImGui' == typeName[0:5]: + return typeName[5:] + if 'Im' == typeName[0:2]: + return typeName[2:] + return typeName + +def splitTypeAndLabel(line): + spaceIndex = line.rindex(' ') + left = line[:spaceIndex] + right = line[spaceIndex + 1:] + return left, right + +def generateStruct(inp): + inp = inp.strip('\n ') + defs = [] + name = '' + nameLine = '' + + for l in inp.split('\n'): + line = l.strip(' {') + if len(line) < 1: + continue + if 'struct' in line: + name = line.split(' ')[1] + nameLine = line + continue + if '{' in line: + continue + if '}' in line: + continue + + if '(*' not in line: + typeName, varName = splitTypeAndLabel(line) + varName = varName.strip(';') + arraySpec = None + if '[' in varName: + varName, rhs = varName.split('[') + arraySpec = rhs.strip(']') + varName = convertVarName(varName) + if arraySpec is not None: + arraySpec = arraySpec.replace('ImGui', '') + arraySpec = arraySpec.replace('_', '.') + # varName += '[' + arraySpec + ']' + typeName = convertTypeName(typeName) + defs.append([typeName, varName, arraySpec]) + else: + returnType, funcName, argList = parseFunction(line) + ostr = funcName + ': *const fn (' + first = True + for arg in argList: + if first: + first = False + else: + ostr += ', ' + ostr += arg[0] + ostr += ') ' + returnType + ',' + defs.append([None, None, None, ostr]) + + print(f'pub const {convertTypeName(name)} = extern struct ' + '{ // ' + nameLine) + for d in defs: + if d[0] is not None: + typedef = d[0] + if d[2] is not None: + typedef = f"[{d[2]}]" + d[0] + print(f" {d[1]}: {typedef},") + elif d[3] is not None: + print(' ', d[3]) + + print('};') + +generateStruct(inp) + + +structs = """ +ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; +ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; +""" + +""" +unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; +""" + +for i in structs.split('\n'): + sname = i.split(' ')[0] + tname = convertTypeName(sname) + # print(sname, tname) + o = f""" +pub const {tname}Vector = extern struct {{ // struct ImVector_{sname} + size: c_int, + capacity: c_int, + data: [*c]{tname}, +}}; + """ + print(o) + diff --git a/lib/cimgui/cimgui/imgui/translated.zig b/lib/cimgui/cimgui/imgui/translated.zig new file mode 100644 index 0000000..7c3b2ca --- /dev/null +++ b/lib/cimgui/cimgui/imgui/translated.zig @@ -0,0 +1,4606 @@ + +pub const __builtin_bswap16 = @import("std").zig.c_builtins.__builtin_bswap16; +pub const __builtin_bswap32 = @import("std").zig.c_builtins.__builtin_bswap32; +pub const __builtin_bswap64 = @import("std").zig.c_builtins.__builtin_bswap64; +pub const __builtin_signbit = @import("std").zig.c_builtins.__builtin_signbit; +pub const __builtin_signbitf = @import("std").zig.c_builtins.__builtin_signbitf; +pub const __builtin_popcount = @import("std").zig.c_builtins.__builtin_popcount; +pub const __builtin_ctz = @import("std").zig.c_builtins.__builtin_ctz; +pub const __builtin_clz = @import("std").zig.c_builtins.__builtin_clz; +pub const __builtin_sqrt = @import("std").zig.c_builtins.__builtin_sqrt; +pub const __builtin_sqrtf = @import("std").zig.c_builtins.__builtin_sqrtf; +pub const __builtin_sin = @import("std").zig.c_builtins.__builtin_sin; +pub const __builtin_sinf = @import("std").zig.c_builtins.__builtin_sinf; +pub const __builtin_cos = @import("std").zig.c_builtins.__builtin_cos; +pub const __builtin_cosf = @import("std").zig.c_builtins.__builtin_cosf; +pub const __builtin_exp = @import("std").zig.c_builtins.__builtin_exp; +pub const __builtin_expf = @import("std").zig.c_builtins.__builtin_expf; +pub const __builtin_exp2 = @import("std").zig.c_builtins.__builtin_exp2; +pub const __builtin_exp2f = @import("std").zig.c_builtins.__builtin_exp2f; +pub const __builtin_log = @import("std").zig.c_builtins.__builtin_log; +pub const __builtin_logf = @import("std").zig.c_builtins.__builtin_logf; +pub const __builtin_log2 = @import("std").zig.c_builtins.__builtin_log2; +pub const __builtin_log2f = @import("std").zig.c_builtins.__builtin_log2f; +pub const __builtin_log10 = @import("std").zig.c_builtins.__builtin_log10; +pub const __builtin_log10f = @import("std").zig.c_builtins.__builtin_log10f; +pub const __builtin_abs = @import("std").zig.c_builtins.__builtin_abs; +pub const __builtin_labs = @import("std").zig.c_builtins.__builtin_labs; +pub const __builtin_llabs = @import("std").zig.c_builtins.__builtin_llabs; +pub const __builtin_fabs = @import("std").zig.c_builtins.__builtin_fabs; +pub const __builtin_fabsf = @import("std").zig.c_builtins.__builtin_fabsf; +pub const __builtin_floor = @import("std").zig.c_builtins.__builtin_floor; +pub const __builtin_floorf = @import("std").zig.c_builtins.__builtin_floorf; +pub const __builtin_ceil = @import("std").zig.c_builtins.__builtin_ceil; +pub const __builtin_ceilf = @import("std").zig.c_builtins.__builtin_ceilf; +pub const __builtin_trunc = @import("std").zig.c_builtins.__builtin_trunc; +pub const __builtin_truncf = @import("std").zig.c_builtins.__builtin_truncf; +pub const __builtin_round = @import("std").zig.c_builtins.__builtin_round; +pub const __builtin_roundf = @import("std").zig.c_builtins.__builtin_roundf; +pub const __builtin_strlen = @import("std").zig.c_builtins.__builtin_strlen; +pub const __builtin_strcmp = @import("std").zig.c_builtins.__builtin_strcmp; +pub const __builtin_object_size = @import("std").zig.c_builtins.__builtin_object_size; +pub const __builtin___memset_chk = @import("std").zig.c_builtins.__builtin___memset_chk; +pub const __builtin_memset = @import("std").zig.c_builtins.__builtin_memset; +pub const __builtin___memcpy_chk = @import("std").zig.c_builtins.__builtin___memcpy_chk; +pub const __builtin_memcpy = @import("std").zig.c_builtins.__builtin_memcpy; +pub const __builtin_expect = @import("std").zig.c_builtins.__builtin_expect; +pub const __builtin_nanf = @import("std").zig.c_builtins.__builtin_nanf; +pub const __builtin_huge_valf = @import("std").zig.c_builtins.__builtin_huge_valf; +pub const __builtin_inff = @import("std").zig.c_builtins.__builtin_inff; +pub const __builtin_isnan = @import("std").zig.c_builtins.__builtin_isnan; +pub const __builtin_isinf = @import("std").zig.c_builtins.__builtin_isinf; +pub const __builtin_isinf_sign = @import("std").zig.c_builtins.__builtin_isinf_sign; +pub const __has_builtin = @import("std").zig.c_builtins.__has_builtin; +pub const __builtin_assume = @import("std").zig.c_builtins.__builtin_assume; +pub const __builtin_unreachable = @import("std").zig.c_builtins.__builtin_unreachable; +pub const __builtin_constant_p = @import("std").zig.c_builtins.__builtin_constant_p; +pub const __builtin_mul_overflow = @import("std").zig.c_builtins.__builtin_mul_overflow; +pub const int_least64_t = i64; +pub const uint_least64_t = u64; +pub const int_fast64_t = i64; +pub const uint_fast64_t = u64; +pub const int_least32_t = i32; +pub const uint_least32_t = u32; +pub const int_fast32_t = i32; +pub const uint_fast32_t = u32; +pub const int_least16_t = i16; +pub const uint_least16_t = u16; +pub const int_fast16_t = i16; +pub const uint_fast16_t = u16; +pub const int_least8_t = i8; +pub const uint_least8_t = u8; +pub const int_fast8_t = i8; +pub const uint_fast8_t = u8; +pub const intmax_t = c_longlong; +pub const uintmax_t = c_ulonglong; +pub const ptrdiff_t = c_longlong; +pub const wchar_t = c_ushort; +pub const max_align_t = extern struct { + __clang_max_align_nonce1: c_longlong align(8) = @import("std").mem.zeroes(c_longlong), + __clang_max_align_nonce2: c_longdouble align(16) = @import("std").mem.zeroes(c_longdouble), +}; +pub const __builtin_va_list = [*c]u8; +pub const __gnuc_va_list = __builtin_va_list; +pub const va_list = __builtin_va_list; +pub const ImVector_int = c_int; +pub const struct_ImVec4 = extern struct { + x: f32 = @import("std").mem.zeroes(f32), + y: f32 = @import("std").mem.zeroes(f32), + z: f32 = @import("std").mem.zeroes(f32), + w: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImVec4 = struct_ImVec4; +pub const ImTextureID = ?*anyopaque; +pub const ImDrawIdx = c_ushort; +pub const struct_ImVector_ImDrawIdx = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImDrawIdx = @import("std").mem.zeroes([*c]ImDrawIdx), +}; +pub const ImVector_ImDrawIdx = struct_ImVector_ImDrawIdx; +pub const struct_ImVec2 = extern struct { + x: f32 = @import("std").mem.zeroes(f32), + y: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImVec2 = struct_ImVec2; +pub const ImU32 = c_uint; +pub const struct_ImDrawVert = extern struct { + pos: ImVec2 = @import("std").mem.zeroes(ImVec2), + uv: ImVec2 = @import("std").mem.zeroes(ImVec2), + col: ImU32 = @import("std").mem.zeroes(ImU32), +}; +pub const ImDrawVert = struct_ImDrawVert; +pub const struct_ImVector_ImDrawVert = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImDrawVert = @import("std").mem.zeroes([*c]ImDrawVert), +}; +pub const ImVector_ImDrawVert = struct_ImVector_ImDrawVert; +pub const ImDrawListFlags = c_int; +pub const struct_ImVector_float = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]f32 = @import("std").mem.zeroes([*c]f32), +}; +pub const ImVector_float = struct_ImVector_float; +pub const ImWchar16 = c_ushort; +pub const ImWchar = ImWchar16; +pub const struct_ImVector_ImWchar = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImWchar = @import("std").mem.zeroes([*c]ImWchar), +}; +pub const ImVector_ImWchar = struct_ImVector_ImWchar; +// cimgui2.h:1156:18: warning: struct demoted to opaque type - has bitfield +pub const struct_ImFontGlyph = opaque {}; +pub const ImFontGlyph = struct_ImFontGlyph; +pub const struct_ImVector_ImFontGlyph = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: ?*ImFontGlyph = @import("std").mem.zeroes(?*ImFontGlyph), +}; +pub const ImVector_ImFontGlyph = struct_ImVector_ImFontGlyph; +pub const ImFontAtlasFlags = c_int; +pub const struct_ImVector_ImFontPtr = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c][*c]ImFont = @import("std").mem.zeroes([*c][*c]ImFont), +}; +pub const ImVector_ImFontPtr = struct_ImVector_ImFontPtr; +pub const struct_ImFontAtlasCustomRect = extern struct { + Width: c_ushort = @import("std").mem.zeroes(c_ushort), + Height: c_ushort = @import("std").mem.zeroes(c_ushort), + X: c_ushort = @import("std").mem.zeroes(c_ushort), + Y: c_ushort = @import("std").mem.zeroes(c_ushort), + GlyphID: c_uint = @import("std").mem.zeroes(c_uint), + GlyphAdvanceX: f32 = @import("std").mem.zeroes(f32), + GlyphOffset: ImVec2 = @import("std").mem.zeroes(ImVec2), + Font: [*c]ImFont = @import("std").mem.zeroes([*c]ImFont), +}; +pub const ImFontAtlasCustomRect = struct_ImFontAtlasCustomRect; +pub const struct_ImVector_ImFontAtlasCustomRect = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImFontAtlasCustomRect = @import("std").mem.zeroes([*c]ImFontAtlasCustomRect), +}; +pub const ImVector_ImFontAtlasCustomRect = struct_ImVector_ImFontAtlasCustomRect; +pub const struct_ImFontConfig = extern struct { + FontData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + FontDataSize: c_int = @import("std").mem.zeroes(c_int), + FontDataOwnedByAtlas: bool = @import("std").mem.zeroes(bool), + FontNo: c_int = @import("std").mem.zeroes(c_int), + SizePixels: f32 = @import("std").mem.zeroes(f32), + OversampleH: c_int = @import("std").mem.zeroes(c_int), + OversampleV: c_int = @import("std").mem.zeroes(c_int), + PixelSnapH: bool = @import("std").mem.zeroes(bool), + GlyphExtraSpacing: ImVec2 = @import("std").mem.zeroes(ImVec2), + GlyphOffset: ImVec2 = @import("std").mem.zeroes(ImVec2), + GlyphRanges: [*c]const ImWchar = @import("std").mem.zeroes([*c]const ImWchar), + GlyphMinAdvanceX: f32 = @import("std").mem.zeroes(f32), + GlyphMaxAdvanceX: f32 = @import("std").mem.zeroes(f32), + MergeMode: bool = @import("std").mem.zeroes(bool), + FontBuilderFlags: c_uint = @import("std").mem.zeroes(c_uint), + RasterizerMultiply: f32 = @import("std").mem.zeroes(f32), + EllipsisChar: ImWchar = @import("std").mem.zeroes(ImWchar), + Name: [40]u8 = @import("std").mem.zeroes([40]u8), + DstFont: [*c]ImFont = @import("std").mem.zeroes([*c]ImFont), +}; +pub const ImFontConfig = struct_ImFontConfig; +pub const struct_ImVector_ImFontConfig = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImFontConfig = @import("std").mem.zeroes([*c]ImFontConfig), +}; +pub const ImVector_ImFontConfig = struct_ImVector_ImFontConfig; +pub const struct_ImFontBuilderIO = extern struct { + FontBuilder_Build: ?*const fn ([*c]ImFontAtlas) callconv(.C) bool = @import("std").mem.zeroes(?*const fn ([*c]ImFontAtlas) callconv(.C) bool), +}; +pub const ImFontBuilderIO = struct_ImFontBuilderIO; +pub const struct_ImFontAtlas = extern struct { + Flags: ImFontAtlasFlags = @import("std").mem.zeroes(ImFontAtlasFlags), + TexID: ImTextureID = @import("std").mem.zeroes(ImTextureID), + TexDesiredWidth: c_int = @import("std").mem.zeroes(c_int), + TexGlyphPadding: c_int = @import("std").mem.zeroes(c_int), + Locked: bool = @import("std").mem.zeroes(bool), + TexReady: bool = @import("std").mem.zeroes(bool), + TexPixelsUseColors: bool = @import("std").mem.zeroes(bool), + TexPixelsAlpha8: [*c]u8 = @import("std").mem.zeroes([*c]u8), + TexPixelsRGBA32: [*c]c_uint = @import("std").mem.zeroes([*c]c_uint), + TexWidth: c_int = @import("std").mem.zeroes(c_int), + TexHeight: c_int = @import("std").mem.zeroes(c_int), + TexUvScale: ImVec2 = @import("std").mem.zeroes(ImVec2), + TexUvWhitePixel: ImVec2 = @import("std").mem.zeroes(ImVec2), + Fonts: ImVector_ImFontPtr = @import("std").mem.zeroes(ImVector_ImFontPtr), + CustomRects: ImVector_ImFontAtlasCustomRect = @import("std").mem.zeroes(ImVector_ImFontAtlasCustomRect), + ConfigData: ImVector_ImFontConfig = @import("std").mem.zeroes(ImVector_ImFontConfig), + TexUvLines: [64]ImVec4 = @import("std").mem.zeroes([64]ImVec4), + FontBuilderIO: [*c]const ImFontBuilderIO = @import("std").mem.zeroes([*c]const ImFontBuilderIO), + FontBuilderFlags: c_uint = @import("std").mem.zeroes(c_uint), + PackIdMouseCursors: c_int = @import("std").mem.zeroes(c_int), + PackIdLines: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImFontAtlas = struct_ImFontAtlas; +pub const ImU8 = u8; +pub const struct_ImFont = extern struct { + IndexAdvanceX: ImVector_float = @import("std").mem.zeroes(ImVector_float), + FallbackAdvanceX: f32 = @import("std").mem.zeroes(f32), + FontSize: f32 = @import("std").mem.zeroes(f32), + IndexLookup: ImVector_ImWchar = @import("std").mem.zeroes(ImVector_ImWchar), + Glyphs: ImVector_ImFontGlyph = @import("std").mem.zeroes(ImVector_ImFontGlyph), + FallbackGlyph: ?*const ImFontGlyph = @import("std").mem.zeroes(?*const ImFontGlyph), + ContainerAtlas: [*c]ImFontAtlas = @import("std").mem.zeroes([*c]ImFontAtlas), + ConfigData: [*c]const ImFontConfig = @import("std").mem.zeroes([*c]const ImFontConfig), + ConfigDataCount: c_short = @import("std").mem.zeroes(c_short), + FallbackChar: ImWchar = @import("std").mem.zeroes(ImWchar), + EllipsisChar: ImWchar = @import("std").mem.zeroes(ImWchar), + DotChar: ImWchar = @import("std").mem.zeroes(ImWchar), + DirtyLookupTables: bool = @import("std").mem.zeroes(bool), + Scale: f32 = @import("std").mem.zeroes(f32), + Ascent: f32 = @import("std").mem.zeroes(f32), + Descent: f32 = @import("std").mem.zeroes(f32), + MetricsTotalSurface: c_int = @import("std").mem.zeroes(c_int), + Used4kPagesMap: [2]ImU8 = @import("std").mem.zeroes([2]ImU8), +}; +pub const ImFont = struct_ImFont; +pub const struct_ImDrawListSharedData = extern struct { + TexUvWhitePixel: ImVec2 = @import("std").mem.zeroes(ImVec2), + Font: [*c]ImFont = @import("std").mem.zeroes([*c]ImFont), + FontSize: f32 = @import("std").mem.zeroes(f32), + CurveTessellationTol: f32 = @import("std").mem.zeroes(f32), + CircleSegmentMaxError: f32 = @import("std").mem.zeroes(f32), + ClipRectFullscreen: ImVec4 = @import("std").mem.zeroes(ImVec4), + InitialFlags: ImDrawListFlags = @import("std").mem.zeroes(ImDrawListFlags), + ArcFastVtx: [48]ImVec2 = @import("std").mem.zeroes([48]ImVec2), + ArcFastRadiusCutoff: f32 = @import("std").mem.zeroes(f32), + CircleSegmentCounts: [64]ImU8 = @import("std").mem.zeroes([64]ImU8), + TexUvLines: [*c]const ImVec4 = @import("std").mem.zeroes([*c]const ImVec4), +}; +pub const ImDrawListSharedData = struct_ImDrawListSharedData; +pub const struct_ImVector_ImVec4 = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImVec4 = @import("std").mem.zeroes([*c]ImVec4), +}; +pub const ImVector_ImVec4 = struct_ImVector_ImVec4; +pub const struct_ImVector_ImTextureID = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImTextureID = @import("std").mem.zeroes([*c]ImTextureID), +}; +pub const ImVector_ImTextureID = struct_ImVector_ImTextureID; +pub const struct_ImVector_ImVec2 = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImVec2 = @import("std").mem.zeroes([*c]ImVec2), +}; +pub const ImVector_ImVec2 = struct_ImVector_ImVec2; +pub const struct_ImDrawCmdHeader = extern struct { + ClipRect: ImVec4 = @import("std").mem.zeroes(ImVec4), + TextureId: ImTextureID = @import("std").mem.zeroes(ImTextureID), + VtxOffset: c_uint = @import("std").mem.zeroes(c_uint), +}; +pub const ImDrawCmdHeader = struct_ImDrawCmdHeader; +pub const ImDrawChannel = struct_ImDrawChannel; +pub const struct_ImVector_ImDrawChannel = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImDrawChannel = @import("std").mem.zeroes([*c]ImDrawChannel), +}; +pub const ImVector_ImDrawChannel = struct_ImVector_ImDrawChannel; +pub const struct_ImDrawListSplitter = extern struct { + _Current: c_int = @import("std").mem.zeroes(c_int), + _Count: c_int = @import("std").mem.zeroes(c_int), + _Channels: ImVector_ImDrawChannel = @import("std").mem.zeroes(ImVector_ImDrawChannel), +}; +pub const ImDrawListSplitter = struct_ImDrawListSplitter; +pub const struct_ImDrawList = extern struct { + CmdBuffer: ImVector_ImDrawCmd = @import("std").mem.zeroes(ImVector_ImDrawCmd), + IdxBuffer: ImVector_ImDrawIdx = @import("std").mem.zeroes(ImVector_ImDrawIdx), + VtxBuffer: ImVector_ImDrawVert = @import("std").mem.zeroes(ImVector_ImDrawVert), + Flags: ImDrawListFlags = @import("std").mem.zeroes(ImDrawListFlags), + _VtxCurrentIdx: c_uint = @import("std").mem.zeroes(c_uint), + _Data: [*c]const ImDrawListSharedData = @import("std").mem.zeroes([*c]const ImDrawListSharedData), + _OwnerName: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + _VtxWritePtr: [*c]ImDrawVert = @import("std").mem.zeroes([*c]ImDrawVert), + _IdxWritePtr: [*c]ImDrawIdx = @import("std").mem.zeroes([*c]ImDrawIdx), + _ClipRectStack: ImVector_ImVec4 = @import("std").mem.zeroes(ImVector_ImVec4), + _TextureIdStack: ImVector_ImTextureID = @import("std").mem.zeroes(ImVector_ImTextureID), + _Path: ImVector_ImVec2 = @import("std").mem.zeroes(ImVector_ImVec2), + _CmdHeader: ImDrawCmdHeader = @import("std").mem.zeroes(ImDrawCmdHeader), + _Splitter: ImDrawListSplitter = @import("std").mem.zeroes(ImDrawListSplitter), + _FringeScale: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImDrawList = struct_ImDrawList; +pub const ImDrawCallback = ?*const fn ([*c]const ImDrawList, [*c]const ImDrawCmd) callconv(.C) void; +pub const struct_ImDrawCmd = extern struct { + ClipRect: ImVec4 = @import("std").mem.zeroes(ImVec4), + TextureId: ImTextureID = @import("std").mem.zeroes(ImTextureID), + VtxOffset: c_uint = @import("std").mem.zeroes(c_uint), + IdxOffset: c_uint = @import("std").mem.zeroes(c_uint), + ElemCount: c_uint = @import("std").mem.zeroes(c_uint), + UserCallback: ImDrawCallback = @import("std").mem.zeroes(ImDrawCallback), + UserCallbackData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), +}; +pub const ImDrawCmd = struct_ImDrawCmd; +pub const struct_ImVector_ImDrawCmd = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImDrawCmd = @import("std").mem.zeroes([*c]ImDrawCmd), +}; +pub const ImVector_ImDrawCmd = struct_ImVector_ImDrawCmd; +pub const struct_ImDrawChannel = extern struct { + _CmdBuffer: ImVector_ImDrawCmd = @import("std").mem.zeroes(ImVector_ImDrawCmd), + _IdxBuffer: ImVector_ImDrawIdx = @import("std").mem.zeroes(ImVector_ImDrawIdx), +}; +pub const ImGuiID = c_uint; +pub const ImGuiViewportFlags = c_int; +pub const ImDrawData = struct_ImDrawData; +pub const struct_ImGuiViewport = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Flags: ImGuiViewportFlags = @import("std").mem.zeroes(ImGuiViewportFlags), + Pos: ImVec2 = @import("std").mem.zeroes(ImVec2), + Size: ImVec2 = @import("std").mem.zeroes(ImVec2), + WorkPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + WorkSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + DpiScale: f32 = @import("std").mem.zeroes(f32), + ParentViewportId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DrawData: [*c]ImDrawData = @import("std").mem.zeroes([*c]ImDrawData), + RendererUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + PlatformUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + PlatformHandle: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + PlatformHandleRaw: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + PlatformRequestMove: bool = @import("std").mem.zeroes(bool), + PlatformRequestResize: bool = @import("std").mem.zeroes(bool), + PlatformRequestClose: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiViewport = struct_ImGuiViewport; +pub const struct_ImDrawData = extern struct { + Valid: bool = @import("std").mem.zeroes(bool), + CmdListsCount: c_int = @import("std").mem.zeroes(c_int), + TotalIdxCount: c_int = @import("std").mem.zeroes(c_int), + TotalVtxCount: c_int = @import("std").mem.zeroes(c_int), + CmdLists: [*c][*c]ImDrawList = @import("std").mem.zeroes([*c][*c]ImDrawList), + DisplayPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + DisplaySize: ImVec2 = @import("std").mem.zeroes(ImVec2), + FramebufferScale: ImVec2 = @import("std").mem.zeroes(ImVec2), + OwnerViewport: [*c]ImGuiViewport = @import("std").mem.zeroes([*c]ImGuiViewport), +}; +pub const struct_ImVector_ImU32 = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImU32 = @import("std").mem.zeroes([*c]ImU32), +}; +pub const ImVector_ImU32 = struct_ImVector_ImU32; +pub const struct_ImFontGlyphRangesBuilder = extern struct { + UsedChars: ImVector_ImU32 = @import("std").mem.zeroes(ImVector_ImU32), +}; +pub const ImFontGlyphRangesBuilder = struct_ImFontGlyphRangesBuilder; +pub const struct_ImColor = extern struct { + Value: ImVec4 = @import("std").mem.zeroes(ImVec4), +}; +pub const ImColor = struct_ImColor; +pub const ImGuiConfigFlags = c_int; +pub const ImGuiBackendFlags = c_int; +pub const struct_ImGuiPlatformImeData = extern struct { + WantVisible: bool = @import("std").mem.zeroes(bool), + InputPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + InputLineHeight: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiPlatformImeData = struct_ImGuiPlatformImeData; +pub const ImGuiModFlags = c_int; +pub const struct_ImGuiKeyData = extern struct { + Down: bool = @import("std").mem.zeroes(bool), + DownDuration: f32 = @import("std").mem.zeroes(f32), + DownDurationPrev: f32 = @import("std").mem.zeroes(f32), + AnalogValue: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiKeyData = struct_ImGuiKeyData; +pub const ImU16 = c_ushort; +pub const ImS8 = i8; +pub const struct_ImGuiIO = extern struct { + ConfigFlags: ImGuiConfigFlags = @import("std").mem.zeroes(ImGuiConfigFlags), + BackendFlags: ImGuiBackendFlags = @import("std").mem.zeroes(ImGuiBackendFlags), + DisplaySize: ImVec2 = @import("std").mem.zeroes(ImVec2), + DeltaTime: f32 = @import("std").mem.zeroes(f32), + IniSavingRate: f32 = @import("std").mem.zeroes(f32), + IniFilename: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + LogFilename: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + MouseDoubleClickTime: f32 = @import("std").mem.zeroes(f32), + MouseDoubleClickMaxDist: f32 = @import("std").mem.zeroes(f32), + MouseDragThreshold: f32 = @import("std").mem.zeroes(f32), + KeyRepeatDelay: f32 = @import("std").mem.zeroes(f32), + KeyRepeatRate: f32 = @import("std").mem.zeroes(f32), + UserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + Fonts: [*c]ImFontAtlas = @import("std").mem.zeroes([*c]ImFontAtlas), + FontGlobalScale: f32 = @import("std").mem.zeroes(f32), + FontAllowUserScaling: bool = @import("std").mem.zeroes(bool), + FontDefault: [*c]ImFont = @import("std").mem.zeroes([*c]ImFont), + DisplayFramebufferScale: ImVec2 = @import("std").mem.zeroes(ImVec2), + ConfigDockingNoSplit: bool = @import("std").mem.zeroes(bool), + ConfigDockingWithShift: bool = @import("std").mem.zeroes(bool), + ConfigDockingAlwaysTabBar: bool = @import("std").mem.zeroes(bool), + ConfigDockingTransparentPayload: bool = @import("std").mem.zeroes(bool), + ConfigViewportsNoAutoMerge: bool = @import("std").mem.zeroes(bool), + ConfigViewportsNoTaskBarIcon: bool = @import("std").mem.zeroes(bool), + ConfigViewportsNoDecoration: bool = @import("std").mem.zeroes(bool), + ConfigViewportsNoDefaultParent: bool = @import("std").mem.zeroes(bool), + MouseDrawCursor: bool = @import("std").mem.zeroes(bool), + ConfigMacOSXBehaviors: bool = @import("std").mem.zeroes(bool), + ConfigInputTrickleEventQueue: bool = @import("std").mem.zeroes(bool), + ConfigInputTextCursorBlink: bool = @import("std").mem.zeroes(bool), + ConfigDragClickToInputText: bool = @import("std").mem.zeroes(bool), + ConfigWindowsResizeFromEdges: bool = @import("std").mem.zeroes(bool), + ConfigWindowsMoveFromTitleBarOnly: bool = @import("std").mem.zeroes(bool), + ConfigMemoryCompactTimer: f32 = @import("std").mem.zeroes(f32), + BackendPlatformName: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + BackendRendererName: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + BackendPlatformUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + BackendRendererUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + BackendLanguageUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + GetClipboardTextFn: ?*const fn (?*anyopaque) callconv(.C) [*c]const u8 = @import("std").mem.zeroes(?*const fn (?*anyopaque) callconv(.C) [*c]const u8), + SetClipboardTextFn: ?*const fn (?*anyopaque, [*c]const u8) callconv(.C) void = @import("std").mem.zeroes(?*const fn (?*anyopaque, [*c]const u8) callconv(.C) void), + ClipboardUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + SetPlatformImeDataFn: ?*const fn ([*c]ImGuiViewport, [*c]ImGuiPlatformImeData) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, [*c]ImGuiPlatformImeData) callconv(.C) void), + _UnusedPadding: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + WantCaptureMouse: bool = @import("std").mem.zeroes(bool), + WantCaptureKeyboard: bool = @import("std").mem.zeroes(bool), + WantTextInput: bool = @import("std").mem.zeroes(bool), + WantSetMousePos: bool = @import("std").mem.zeroes(bool), + WantSaveIniSettings: bool = @import("std").mem.zeroes(bool), + NavActive: bool = @import("std").mem.zeroes(bool), + NavVisible: bool = @import("std").mem.zeroes(bool), + Framerate: f32 = @import("std").mem.zeroes(f32), + MetricsRenderVertices: c_int = @import("std").mem.zeroes(c_int), + MetricsRenderIndices: c_int = @import("std").mem.zeroes(c_int), + MetricsRenderWindows: c_int = @import("std").mem.zeroes(c_int), + MetricsActiveWindows: c_int = @import("std").mem.zeroes(c_int), + MetricsActiveAllocations: c_int = @import("std").mem.zeroes(c_int), + MouseDelta: ImVec2 = @import("std").mem.zeroes(ImVec2), + KeyMap: [645]c_int = @import("std").mem.zeroes([645]c_int), + KeysDown: [645]bool = @import("std").mem.zeroes([645]bool), + MousePos: ImVec2 = @import("std").mem.zeroes(ImVec2), + MouseDown: [5]bool = @import("std").mem.zeroes([5]bool), + MouseWheel: f32 = @import("std").mem.zeroes(f32), + MouseWheelH: f32 = @import("std").mem.zeroes(f32), + MouseHoveredViewport: ImGuiID = @import("std").mem.zeroes(ImGuiID), + KeyCtrl: bool = @import("std").mem.zeroes(bool), + KeyShift: bool = @import("std").mem.zeroes(bool), + KeyAlt: bool = @import("std").mem.zeroes(bool), + KeySuper: bool = @import("std").mem.zeroes(bool), + NavInputs: [20]f32 = @import("std").mem.zeroes([20]f32), + KeyMods: ImGuiModFlags = @import("std").mem.zeroes(ImGuiModFlags), + KeysData: [645]ImGuiKeyData = @import("std").mem.zeroes([645]ImGuiKeyData), + WantCaptureMouseUnlessPopupClose: bool = @import("std").mem.zeroes(bool), + MousePosPrev: ImVec2 = @import("std").mem.zeroes(ImVec2), + MouseClickedPos: [5]ImVec2 = @import("std").mem.zeroes([5]ImVec2), + MouseClickedTime: [5]f64 = @import("std").mem.zeroes([5]f64), + MouseClicked: [5]bool = @import("std").mem.zeroes([5]bool), + MouseDoubleClicked: [5]bool = @import("std").mem.zeroes([5]bool), + MouseClickedCount: [5]ImU16 = @import("std").mem.zeroes([5]ImU16), + MouseClickedLastCount: [5]ImU16 = @import("std").mem.zeroes([5]ImU16), + MouseReleased: [5]bool = @import("std").mem.zeroes([5]bool), + MouseDownOwned: [5]bool = @import("std").mem.zeroes([5]bool), + MouseDownOwnedUnlessPopupClose: [5]bool = @import("std").mem.zeroes([5]bool), + MouseDownDuration: [5]f32 = @import("std").mem.zeroes([5]f32), + MouseDownDurationPrev: [5]f32 = @import("std").mem.zeroes([5]f32), + MouseDragMaxDistanceAbs: [5]ImVec2 = @import("std").mem.zeroes([5]ImVec2), + MouseDragMaxDistanceSqr: [5]f32 = @import("std").mem.zeroes([5]f32), + NavInputsDownDuration: [20]f32 = @import("std").mem.zeroes([20]f32), + NavInputsDownDurationPrev: [20]f32 = @import("std").mem.zeroes([20]f32), + PenPressure: f32 = @import("std").mem.zeroes(f32), + AppFocusLost: bool = @import("std").mem.zeroes(bool), + AppAcceptingEvents: bool = @import("std").mem.zeroes(bool), + BackendUsingLegacyKeyArrays: ImS8 = @import("std").mem.zeroes(ImS8), + BackendUsingLegacyNavInputArray: bool = @import("std").mem.zeroes(bool), + InputQueueSurrogate: ImWchar16 = @import("std").mem.zeroes(ImWchar16), + InputQueueCharacters: ImVector_ImWchar = @import("std").mem.zeroes(ImVector_ImWchar), +}; +pub const ImGuiIO = struct_ImGuiIO; +pub const ImU64 = c_ulonglong; +pub const struct_ImGuiPlatformMonitor = extern struct { + MainPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + MainSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + WorkPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + WorkSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + DpiScale: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiPlatformMonitor = struct_ImGuiPlatformMonitor; +pub const struct_ImVector_ImGuiPlatformMonitor = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiPlatformMonitor = @import("std").mem.zeroes([*c]ImGuiPlatformMonitor), +}; +pub const ImVector_ImGuiPlatformMonitor = struct_ImVector_ImGuiPlatformMonitor; +pub const struct_ImVector_ImGuiViewportPtr = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c][*c]ImGuiViewport = @import("std").mem.zeroes([*c][*c]ImGuiViewport), +}; +pub const ImVector_ImGuiViewportPtr = struct_ImVector_ImGuiViewportPtr; +pub const struct_ImGuiPlatformIO = extern struct { + Platform_CreateWindow: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Platform_DestroyWindow: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Platform_ShowWindow: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Platform_SetWindowPos: ?*const fn ([*c]ImGuiViewport, ImVec2) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ImVec2) callconv(.C) void), + Platform_GetWindowPos: ?*const fn ([*c]ImGuiViewport) callconv(.C) ImVec2 = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) ImVec2), + Platform_SetWindowSize: ?*const fn ([*c]ImGuiViewport, ImVec2) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ImVec2) callconv(.C) void), + Platform_GetWindowSize: ?*const fn ([*c]ImGuiViewport) callconv(.C) ImVec2 = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) ImVec2), + Platform_SetWindowFocus: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Platform_GetWindowFocus: ?*const fn ([*c]ImGuiViewport) callconv(.C) bool = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) bool), + Platform_GetWindowMinimized: ?*const fn ([*c]ImGuiViewport) callconv(.C) bool = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) bool), + Platform_SetWindowTitle: ?*const fn ([*c]ImGuiViewport, [*c]const u8) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, [*c]const u8) callconv(.C) void), + Platform_SetWindowAlpha: ?*const fn ([*c]ImGuiViewport, f32) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, f32) callconv(.C) void), + Platform_UpdateWindow: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Platform_RenderWindow: ?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void), + Platform_SwapBuffers: ?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void), + Platform_GetWindowDpiScale: ?*const fn ([*c]ImGuiViewport) callconv(.C) f32 = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) f32), + Platform_OnChangedViewport: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Platform_CreateVkSurface: ?*const fn ([*c]ImGuiViewport, ImU64, ?*const anyopaque, [*c]ImU64) callconv(.C) c_int = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ImU64, ?*const anyopaque, [*c]ImU64) callconv(.C) c_int), + Renderer_CreateWindow: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Renderer_DestroyWindow: ?*const fn ([*c]ImGuiViewport) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport) callconv(.C) void), + Renderer_SetWindowSize: ?*const fn ([*c]ImGuiViewport, ImVec2) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ImVec2) callconv(.C) void), + Renderer_RenderWindow: ?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void), + Renderer_SwapBuffers: ?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiViewport, ?*anyopaque) callconv(.C) void), + Monitors: ImVector_ImGuiPlatformMonitor = @import("std").mem.zeroes(ImVector_ImGuiPlatformMonitor), + Viewports: ImVector_ImGuiViewportPtr = @import("std").mem.zeroes(ImVector_ImGuiViewportPtr), +}; +pub const ImGuiPlatformIO = struct_ImGuiPlatformIO; +pub const struct_ImGuiInputEventMousePos = extern struct { + PosX: f32 = @import("std").mem.zeroes(f32), + PosY: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiInputEventMousePos = struct_ImGuiInputEventMousePos; +pub const struct_ImGuiInputEventMouseWheel = extern struct { + WheelX: f32 = @import("std").mem.zeroes(f32), + WheelY: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiInputEventMouseWheel = struct_ImGuiInputEventMouseWheel; +pub const struct_ImGuiInputEventMouseButton = extern struct { + Button: c_int = @import("std").mem.zeroes(c_int), + Down: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiInputEventMouseButton = struct_ImGuiInputEventMouseButton; +pub const struct_ImGuiInputEventMouseViewport = extern struct { + HoveredViewportID: ImGuiID = @import("std").mem.zeroes(ImGuiID), +}; +pub const ImGuiInputEventMouseViewport = struct_ImGuiInputEventMouseViewport; +pub const ImGuiKey = c_int; +pub const struct_ImGuiInputEventKey = extern struct { + Key: ImGuiKey = @import("std").mem.zeroes(ImGuiKey), + Down: bool = @import("std").mem.zeroes(bool), + AnalogValue: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiInputEventKey = struct_ImGuiInputEventKey; +pub const struct_ImGuiInputEventText = extern struct { + Char: c_uint = @import("std").mem.zeroes(c_uint), +}; +pub const ImGuiInputEventText = struct_ImGuiInputEventText; +pub const struct_ImGuiInputEventAppFocused = extern struct { + Focused: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiInputEventAppFocused = struct_ImGuiInputEventAppFocused; +const union_unnamed_1 = extern union { + MousePos: ImGuiInputEventMousePos, + MouseWheel: ImGuiInputEventMouseWheel, + MouseButton: ImGuiInputEventMouseButton, + MouseViewport: ImGuiInputEventMouseViewport, + Key: ImGuiInputEventKey, + Text: ImGuiInputEventText, + AppFocused: ImGuiInputEventAppFocused, +}; +pub const struct_ImGuiInputEvent = extern struct { + Type: ImGuiInputEventType = @import("std").mem.zeroes(ImGuiInputEventType), + Source: ImGuiInputSource = @import("std").mem.zeroes(ImGuiInputSource), + unnamed_0: union_unnamed_1 = @import("std").mem.zeroes(union_unnamed_1), + AddedByTestEngine: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiInputEvent = struct_ImGuiInputEvent; +pub const struct_ImVector_ImGuiInputEvent = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiInputEvent = @import("std").mem.zeroes([*c]ImGuiInputEvent), +}; +pub const ImVector_ImGuiInputEvent = struct_ImVector_ImGuiInputEvent; +pub const ImGuiDir = c_int; +pub const struct_ImGuiStyle = extern struct { + Alpha: f32 = @import("std").mem.zeroes(f32), + DisabledAlpha: f32 = @import("std").mem.zeroes(f32), + WindowPadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + WindowRounding: f32 = @import("std").mem.zeroes(f32), + WindowBorderSize: f32 = @import("std").mem.zeroes(f32), + WindowMinSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + WindowTitleAlign: ImVec2 = @import("std").mem.zeroes(ImVec2), + WindowMenuButtonPosition: ImGuiDir = @import("std").mem.zeroes(ImGuiDir), + ChildRounding: f32 = @import("std").mem.zeroes(f32), + ChildBorderSize: f32 = @import("std").mem.zeroes(f32), + PopupRounding: f32 = @import("std").mem.zeroes(f32), + PopupBorderSize: f32 = @import("std").mem.zeroes(f32), + FramePadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + FrameRounding: f32 = @import("std").mem.zeroes(f32), + FrameBorderSize: f32 = @import("std").mem.zeroes(f32), + ItemSpacing: ImVec2 = @import("std").mem.zeroes(ImVec2), + ItemInnerSpacing: ImVec2 = @import("std").mem.zeroes(ImVec2), + CellPadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + TouchExtraPadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + IndentSpacing: f32 = @import("std").mem.zeroes(f32), + ColumnsMinSpacing: f32 = @import("std").mem.zeroes(f32), + ScrollbarSize: f32 = @import("std").mem.zeroes(f32), + ScrollbarRounding: f32 = @import("std").mem.zeroes(f32), + GrabMinSize: f32 = @import("std").mem.zeroes(f32), + GrabRounding: f32 = @import("std").mem.zeroes(f32), + LogSliderDeadzone: f32 = @import("std").mem.zeroes(f32), + TabRounding: f32 = @import("std").mem.zeroes(f32), + TabBorderSize: f32 = @import("std").mem.zeroes(f32), + TabMinWidthForCloseButton: f32 = @import("std").mem.zeroes(f32), + ColorButtonPosition: ImGuiDir = @import("std").mem.zeroes(ImGuiDir), + ButtonTextAlign: ImVec2 = @import("std").mem.zeroes(ImVec2), + SelectableTextAlign: ImVec2 = @import("std").mem.zeroes(ImVec2), + DisplayWindowPadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + DisplaySafeAreaPadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + MouseCursorScale: f32 = @import("std").mem.zeroes(f32), + AntiAliasedLines: bool = @import("std").mem.zeroes(bool), + AntiAliasedLinesUseTex: bool = @import("std").mem.zeroes(bool), + AntiAliasedFill: bool = @import("std").mem.zeroes(bool), + CurveTessellationTol: f32 = @import("std").mem.zeroes(f32), + CircleTessellationMaxError: f32 = @import("std").mem.zeroes(f32), + Colors: [55]ImVec4 = @import("std").mem.zeroes([55]ImVec4), +}; +pub const ImGuiStyle = struct_ImGuiStyle; +pub const ImGuiWindowFlags = c_int; +pub const ImGuiTabItemFlags = c_int; +pub const ImGuiDockNodeFlags = c_int; +pub const struct_ImGuiWindowClass = extern struct { + ClassId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ParentViewportId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ViewportFlagsOverrideSet: ImGuiViewportFlags = @import("std").mem.zeroes(ImGuiViewportFlags), + ViewportFlagsOverrideClear: ImGuiViewportFlags = @import("std").mem.zeroes(ImGuiViewportFlags), + TabItemFlagsOverrideSet: ImGuiTabItemFlags = @import("std").mem.zeroes(ImGuiTabItemFlags), + DockNodeFlagsOverrideSet: ImGuiDockNodeFlags = @import("std").mem.zeroes(ImGuiDockNodeFlags), + DockingAlwaysTabBar: bool = @import("std").mem.zeroes(bool), + DockingAllowUnclassed: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiWindowClass = struct_ImGuiWindowClass; +pub const struct_ImVector_ImDrawListPtr = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c][*c]ImDrawList = @import("std").mem.zeroes([*c][*c]ImDrawList), +}; +pub const ImVector_ImDrawListPtr = struct_ImVector_ImDrawListPtr; +pub const struct_ImDrawDataBuilder = extern struct { + Layers: [2]ImVector_ImDrawListPtr = @import("std").mem.zeroes([2]ImVector_ImDrawListPtr), +}; +pub const ImDrawDataBuilder = struct_ImDrawDataBuilder; +pub const struct_ImGuiViewportP = extern struct { + _ImGuiViewport: ImGuiViewport = @import("std").mem.zeroes(ImGuiViewport), + Idx: c_int = @import("std").mem.zeroes(c_int), + LastFrameActive: c_int = @import("std").mem.zeroes(c_int), + LastFrontMostStampCount: c_int = @import("std").mem.zeroes(c_int), + LastNameHash: ImGuiID = @import("std").mem.zeroes(ImGuiID), + LastPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + Alpha: f32 = @import("std").mem.zeroes(f32), + LastAlpha: f32 = @import("std").mem.zeroes(f32), + PlatformMonitor: c_short = @import("std").mem.zeroes(c_short), + PlatformWindowCreated: bool = @import("std").mem.zeroes(bool), + Window: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + DrawListsLastFrame: [2]c_int = @import("std").mem.zeroes([2]c_int), + DrawLists: [2][*c]ImDrawList = @import("std").mem.zeroes([2][*c]ImDrawList), + DrawDataP: ImDrawData = @import("std").mem.zeroes(ImDrawData), + DrawDataBuilder: ImDrawDataBuilder = @import("std").mem.zeroes(ImDrawDataBuilder), + LastPlatformPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + LastPlatformSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + LastRendererSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + WorkOffsetMin: ImVec2 = @import("std").mem.zeroes(ImVec2), + WorkOffsetMax: ImVec2 = @import("std").mem.zeroes(ImVec2), + BuildWorkOffsetMin: ImVec2 = @import("std").mem.zeroes(ImVec2), + BuildWorkOffsetMax: ImVec2 = @import("std").mem.zeroes(ImVec2), +}; +pub const ImGuiViewportP = struct_ImGuiViewportP; +// cimgui2.h:2527:15: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiWindow = opaque {}; +pub const ImGuiWindow = struct_ImGuiWindow; +pub const struct_ImVector_ImGuiWindowPtr = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]?*ImGuiWindow = @import("std").mem.zeroes([*c]?*ImGuiWindow), +}; +pub const ImVector_ImGuiWindowPtr = struct_ImVector_ImGuiWindowPtr; +pub const ImGuiItemFlags = c_int; +pub const ImGuiItemStatusFlags = c_int; +pub const struct_ImRect = extern struct { + Min: ImVec2 = @import("std").mem.zeroes(ImVec2), + Max: ImVec2 = @import("std").mem.zeroes(ImVec2), +}; +pub const ImRect = struct_ImRect; +pub const struct_ImGuiLastItemData = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + InFlags: ImGuiItemFlags = @import("std").mem.zeroes(ImGuiItemFlags), + StatusFlags: ImGuiItemStatusFlags = @import("std").mem.zeroes(ImGuiItemStatusFlags), + Rect: ImRect = @import("std").mem.zeroes(ImRect), + NavRect: ImRect = @import("std").mem.zeroes(ImRect), + DisplayRect: ImRect = @import("std").mem.zeroes(ImRect), +}; +pub const ImGuiLastItemData = struct_ImGuiLastItemData; +pub const struct_ImGuiStackSizes = extern struct { + SizeOfIDStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfColorStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfStyleVarStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfFontStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfFocusScopeStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfGroupStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfItemFlagsStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfBeginPopupStack: c_short = @import("std").mem.zeroes(c_short), + SizeOfDisabledStack: c_short = @import("std").mem.zeroes(c_short), +}; +pub const ImGuiStackSizes = struct_ImGuiStackSizes; +pub const struct_ImGuiWindowStackData = extern struct { + Window: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + ParentLastItemDataBackup: ImGuiLastItemData = @import("std").mem.zeroes(ImGuiLastItemData), + StackSizesOnBegin: ImGuiStackSizes = @import("std").mem.zeroes(ImGuiStackSizes), +}; +pub const ImGuiWindowStackData = struct_ImGuiWindowStackData; +pub const struct_ImVector_ImGuiWindowStackData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiWindowStackData = @import("std").mem.zeroes([*c]ImGuiWindowStackData), +}; +pub const ImVector_ImGuiWindowStackData = struct_ImVector_ImGuiWindowStackData; +const union_unnamed_2 = extern union { + val_i: c_int, + val_f: f32, + val_p: ?*anyopaque, +}; +pub const struct_ImGuiStoragePair = extern struct { + key: ImGuiID = @import("std").mem.zeroes(ImGuiID), + unnamed_0: union_unnamed_2 = @import("std").mem.zeroes(union_unnamed_2), +}; +pub const ImGuiStoragePair = struct_ImGuiStoragePair; +pub const struct_ImVector_ImGuiStoragePair = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiStoragePair = @import("std").mem.zeroes([*c]ImGuiStoragePair), +}; +pub const ImVector_ImGuiStoragePair = struct_ImVector_ImGuiStoragePair; +pub const struct_ImGuiStorage = extern struct { + Data: ImVector_ImGuiStoragePair = @import("std").mem.zeroes(ImVector_ImGuiStoragePair), +}; +pub const ImGuiStorage = struct_ImGuiStorage; +pub const ImS32 = c_int; +pub const ImS16 = c_short; +pub const struct_ImGuiTabItem = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Flags: ImGuiTabItemFlags = @import("std").mem.zeroes(ImGuiTabItemFlags), + Window: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + LastFrameVisible: c_int = @import("std").mem.zeroes(c_int), + LastFrameSelected: c_int = @import("std").mem.zeroes(c_int), + Offset: f32 = @import("std").mem.zeroes(f32), + Width: f32 = @import("std").mem.zeroes(f32), + ContentWidth: f32 = @import("std").mem.zeroes(f32), + RequestedWidth: f32 = @import("std").mem.zeroes(f32), + NameOffset: ImS32 = @import("std").mem.zeroes(ImS32), + BeginOrder: ImS16 = @import("std").mem.zeroes(ImS16), + IndexDuringLayout: ImS16 = @import("std").mem.zeroes(ImS16), + WantClose: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiTabItem = struct_ImGuiTabItem; +pub const struct_ImVector_ImGuiTabItem = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiTabItem = @import("std").mem.zeroes([*c]ImGuiTabItem), +}; +pub const ImVector_ImGuiTabItem = struct_ImVector_ImGuiTabItem; +pub const ImGuiTabBarFlags = c_int; +pub const struct_ImVector_char = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]u8 = @import("std").mem.zeroes([*c]u8), +}; +pub const ImVector_char = struct_ImVector_char; +pub const struct_ImGuiTextBuffer = extern struct { + Buf: ImVector_char = @import("std").mem.zeroes(ImVector_char), +}; +pub const ImGuiTextBuffer = struct_ImGuiTextBuffer; +pub const struct_ImGuiTabBar = extern struct { + Tabs: ImVector_ImGuiTabItem = @import("std").mem.zeroes(ImVector_ImGuiTabItem), + Flags: ImGuiTabBarFlags = @import("std").mem.zeroes(ImGuiTabBarFlags), + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + SelectedTabId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NextSelectedTabId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + VisibleTabId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + CurrFrameVisible: c_int = @import("std").mem.zeroes(c_int), + PrevFrameVisible: c_int = @import("std").mem.zeroes(c_int), + BarRect: ImRect = @import("std").mem.zeroes(ImRect), + CurrTabsContentsHeight: f32 = @import("std").mem.zeroes(f32), + PrevTabsContentsHeight: f32 = @import("std").mem.zeroes(f32), + WidthAllTabs: f32 = @import("std").mem.zeroes(f32), + WidthAllTabsIdeal: f32 = @import("std").mem.zeroes(f32), + ScrollingAnim: f32 = @import("std").mem.zeroes(f32), + ScrollingTarget: f32 = @import("std").mem.zeroes(f32), + ScrollingTargetDistToVisibility: f32 = @import("std").mem.zeroes(f32), + ScrollingSpeed: f32 = @import("std").mem.zeroes(f32), + ScrollingRectMinX: f32 = @import("std").mem.zeroes(f32), + ScrollingRectMaxX: f32 = @import("std").mem.zeroes(f32), + ReorderRequestTabId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ReorderRequestOffset: ImS16 = @import("std").mem.zeroes(ImS16), + BeginCount: ImS8 = @import("std").mem.zeroes(ImS8), + WantLayout: bool = @import("std").mem.zeroes(bool), + VisibleTabWasSubmitted: bool = @import("std").mem.zeroes(bool), + TabsAddedNew: bool = @import("std").mem.zeroes(bool), + TabsActiveCount: ImS16 = @import("std").mem.zeroes(ImS16), + LastTabItemIdx: ImS16 = @import("std").mem.zeroes(ImS16), + ItemSpacingY: f32 = @import("std").mem.zeroes(f32), + FramePadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupCursorPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + TabsNames: ImGuiTextBuffer = @import("std").mem.zeroes(ImGuiTextBuffer), +}; +pub const ImGuiTabBar = struct_ImGuiTabBar; +// cimgui2.h:2005:24: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiDockNode = opaque {}; +pub const ImGuiDockNode = struct_ImGuiDockNode; +pub const struct_ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN = extern struct { + Storage: [5]ImU32 = @import("std").mem.zeroes([5]ImU32), +}; +pub const ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN = struct_ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; +pub const ImBitArrayForNamedKeys = ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; +pub const ImGuiNextItemDataFlags = c_int; +pub const ImGuiCond = c_int; +pub const struct_ImGuiNextItemData = extern struct { + Flags: ImGuiNextItemDataFlags = @import("std").mem.zeroes(ImGuiNextItemDataFlags), + Width: f32 = @import("std").mem.zeroes(f32), + FocusScopeId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + OpenCond: ImGuiCond = @import("std").mem.zeroes(ImGuiCond), + OpenVal: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiNextItemData = struct_ImGuiNextItemData; +pub const ImGuiNextWindowDataFlags = c_int; +pub const struct_ImGuiSizeCallbackData = extern struct { + UserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + Pos: ImVec2 = @import("std").mem.zeroes(ImVec2), + CurrentSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + DesiredSize: ImVec2 = @import("std").mem.zeroes(ImVec2), +}; +pub const ImGuiSizeCallbackData = struct_ImGuiSizeCallbackData; +pub const ImGuiSizeCallback = ?*const fn ([*c]ImGuiSizeCallbackData) callconv(.C) void; +pub const struct_ImGuiNextWindowData = extern struct { + Flags: ImGuiNextWindowDataFlags = @import("std").mem.zeroes(ImGuiNextWindowDataFlags), + PosCond: ImGuiCond = @import("std").mem.zeroes(ImGuiCond), + SizeCond: ImGuiCond = @import("std").mem.zeroes(ImGuiCond), + CollapsedCond: ImGuiCond = @import("std").mem.zeroes(ImGuiCond), + DockCond: ImGuiCond = @import("std").mem.zeroes(ImGuiCond), + PosVal: ImVec2 = @import("std").mem.zeroes(ImVec2), + PosPivotVal: ImVec2 = @import("std").mem.zeroes(ImVec2), + SizeVal: ImVec2 = @import("std").mem.zeroes(ImVec2), + ContentSizeVal: ImVec2 = @import("std").mem.zeroes(ImVec2), + ScrollVal: ImVec2 = @import("std").mem.zeroes(ImVec2), + PosUndock: bool = @import("std").mem.zeroes(bool), + CollapsedVal: bool = @import("std").mem.zeroes(bool), + SizeConstraintRect: ImRect = @import("std").mem.zeroes(ImRect), + SizeCallback: ImGuiSizeCallback = @import("std").mem.zeroes(ImGuiSizeCallback), + SizeCallbackUserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + BgAlphaVal: f32 = @import("std").mem.zeroes(f32), + ViewportId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DockId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + WindowClass: ImGuiWindowClass = @import("std").mem.zeroes(ImGuiWindowClass), + MenuBarOffsetMinVal: ImVec2 = @import("std").mem.zeroes(ImVec2), +}; +pub const ImGuiNextWindowData = struct_ImGuiNextWindowData; +pub const ImGuiCol = c_int; +pub const struct_ImGuiColorMod = extern struct { + Col: ImGuiCol = @import("std").mem.zeroes(ImGuiCol), + BackupValue: ImVec4 = @import("std").mem.zeroes(ImVec4), +}; +pub const ImGuiColorMod = struct_ImGuiColorMod; +pub const struct_ImVector_ImGuiColorMod = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiColorMod = @import("std").mem.zeroes([*c]ImGuiColorMod), +}; +pub const ImVector_ImGuiColorMod = struct_ImVector_ImGuiColorMod; +pub const ImGuiStyleVar = c_int; +const union_unnamed_3 = extern union { + BackupInt: [2]c_int, + BackupFloat: [2]f32, +}; +pub const struct_ImGuiStyleMod = extern struct { + VarIdx: ImGuiStyleVar = @import("std").mem.zeroes(ImGuiStyleVar), + unnamed_0: union_unnamed_3 = @import("std").mem.zeroes(union_unnamed_3), +}; +pub const ImGuiStyleMod = struct_ImGuiStyleMod; +pub const struct_ImVector_ImGuiStyleMod = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiStyleMod = @import("std").mem.zeroes([*c]ImGuiStyleMod), +}; +pub const ImVector_ImGuiStyleMod = struct_ImVector_ImGuiStyleMod; +pub const struct_ImVector_ImGuiID = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiID = @import("std").mem.zeroes([*c]ImGuiID), +}; +pub const ImVector_ImGuiID = struct_ImVector_ImGuiID; +pub const struct_ImVector_ImGuiItemFlags = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiItemFlags = @import("std").mem.zeroes([*c]ImGuiItemFlags), +}; +pub const ImVector_ImGuiItemFlags = struct_ImVector_ImGuiItemFlags; +pub const struct_ImVec1 = extern struct { + x: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImVec1 = struct_ImVec1; +pub const struct_ImGuiGroupData = extern struct { + WindowID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + BackupCursorPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupCursorMaxPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupIndent: ImVec1 = @import("std").mem.zeroes(ImVec1), + BackupGroupOffset: ImVec1 = @import("std").mem.zeroes(ImVec1), + BackupCurrLineSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupCurrLineTextBaseOffset: f32 = @import("std").mem.zeroes(f32), + BackupActiveIdIsAlive: ImGuiID = @import("std").mem.zeroes(ImGuiID), + BackupActiveIdPreviousFrameIsAlive: bool = @import("std").mem.zeroes(bool), + BackupHoveredIdIsAlive: bool = @import("std").mem.zeroes(bool), + EmitItem: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiGroupData = struct_ImGuiGroupData; +pub const struct_ImVector_ImGuiGroupData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiGroupData = @import("std").mem.zeroes([*c]ImGuiGroupData), +}; +pub const ImVector_ImGuiGroupData = struct_ImVector_ImGuiGroupData; +pub const struct_ImGuiPopupData = extern struct { + PopupId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Window: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + SourceWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + ParentNavLayer: c_int = @import("std").mem.zeroes(c_int), + OpenFrameCount: c_int = @import("std").mem.zeroes(c_int), + OpenParentId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + OpenPopupPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + OpenMousePos: ImVec2 = @import("std").mem.zeroes(ImVec2), +}; +pub const ImGuiPopupData = struct_ImGuiPopupData; +pub const struct_ImVector_ImGuiPopupData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiPopupData = @import("std").mem.zeroes([*c]ImGuiPopupData), +}; +pub const ImVector_ImGuiPopupData = struct_ImVector_ImGuiPopupData; +pub const struct_ImVector_ImGuiViewportPPtr = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c][*c]ImGuiViewportP = @import("std").mem.zeroes([*c][*c]ImGuiViewportP), +}; +pub const ImVector_ImGuiViewportPPtr = struct_ImVector_ImGuiViewportPPtr; +pub const ImGuiActivateFlags = c_int; +pub const ImGuiNavMoveFlags = c_int; +pub const ImGuiScrollFlags = c_int; +pub const struct_ImGuiNavItemData = extern struct { + Window: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + FocusScopeId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + RectRel: ImRect = @import("std").mem.zeroes(ImRect), + InFlags: ImGuiItemFlags = @import("std").mem.zeroes(ImGuiItemFlags), + DistBox: f32 = @import("std").mem.zeroes(f32), + DistCenter: f32 = @import("std").mem.zeroes(f32), + DistAxial: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiNavItemData = struct_ImGuiNavItemData; +pub const ImGuiMouseCursor = c_int; +pub const ImGuiDragDropFlags = c_int; +pub const struct_ImGuiPayload = extern struct { + Data: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + DataSize: c_int = @import("std").mem.zeroes(c_int), + SourceId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + SourceParentId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DataFrameCount: c_int = @import("std").mem.zeroes(c_int), + DataType: [33]u8 = @import("std").mem.zeroes([33]u8), + Preview: bool = @import("std").mem.zeroes(bool), + Delivery: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiPayload = struct_ImGuiPayload; +pub const struct_ImVector_unsigned_char = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]u8 = @import("std").mem.zeroes([*c]u8), +}; +pub const ImVector_unsigned_char = struct_ImVector_unsigned_char; +pub const struct_ImGuiListClipper = extern struct { + DisplayStart: c_int = @import("std").mem.zeroes(c_int), + DisplayEnd: c_int = @import("std").mem.zeroes(c_int), + ItemsCount: c_int = @import("std").mem.zeroes(c_int), + ItemsHeight: f32 = @import("std").mem.zeroes(f32), + StartPosY: f32 = @import("std").mem.zeroes(f32), + TempData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), +}; +pub const ImGuiListClipper = struct_ImGuiListClipper; +pub const struct_ImGuiListClipperRange = extern struct { + Min: c_int = @import("std").mem.zeroes(c_int), + Max: c_int = @import("std").mem.zeroes(c_int), + PosToIndexConvert: bool = @import("std").mem.zeroes(bool), + PosToIndexOffsetMin: ImS8 = @import("std").mem.zeroes(ImS8), + PosToIndexOffsetMax: ImS8 = @import("std").mem.zeroes(ImS8), +}; +pub const ImGuiListClipperRange = struct_ImGuiListClipperRange; +pub const struct_ImVector_ImGuiListClipperRange = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiListClipperRange = @import("std").mem.zeroes([*c]ImGuiListClipperRange), +}; +pub const ImVector_ImGuiListClipperRange = struct_ImVector_ImGuiListClipperRange; +pub const struct_ImGuiListClipperData = extern struct { + ListClipper: [*c]ImGuiListClipper = @import("std").mem.zeroes([*c]ImGuiListClipper), + LossynessOffset: f32 = @import("std").mem.zeroes(f32), + StepNo: c_int = @import("std").mem.zeroes(c_int), + ItemsFrozen: c_int = @import("std").mem.zeroes(c_int), + Ranges: ImVector_ImGuiListClipperRange = @import("std").mem.zeroes(ImVector_ImGuiListClipperRange), +}; +pub const ImGuiListClipperData = struct_ImGuiListClipperData; +pub const struct_ImVector_ImGuiListClipperData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiListClipperData = @import("std").mem.zeroes([*c]ImGuiListClipperData), +}; +pub const ImVector_ImGuiListClipperData = struct_ImVector_ImGuiListClipperData; +pub const ImGuiTableFlags = c_int; +pub const struct_ImGuiTableTempData = extern struct { + TableIndex: c_int = @import("std").mem.zeroes(c_int), + LastTimeActive: f32 = @import("std").mem.zeroes(f32), + UserOuterSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + DrawSplitter: ImDrawListSplitter = @import("std").mem.zeroes(ImDrawListSplitter), + HostBackupWorkRect: ImRect = @import("std").mem.zeroes(ImRect), + HostBackupParentWorkRect: ImRect = @import("std").mem.zeroes(ImRect), + HostBackupPrevLineSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + HostBackupCurrLineSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + HostBackupCursorMaxPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + HostBackupColumnsOffset: ImVec1 = @import("std").mem.zeroes(ImVec1), + HostBackupItemWidth: f32 = @import("std").mem.zeroes(f32), + HostBackupItemWidthStackSize: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImGuiTableTempData = struct_ImGuiTableTempData; +pub const ImGuiTableColumnFlags = c_int; +pub const ImGuiTableColumnIdx = ImS8; +pub const ImGuiTableDrawChannelIdx = ImU8; +// cimgui2.h:2685:10: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiTableColumn = opaque {}; +pub const ImGuiTableColumn = struct_ImGuiTableColumn; +pub const struct_ImSpan_ImGuiTableColumn = extern struct { + Data: ?*ImGuiTableColumn = @import("std").mem.zeroes(?*ImGuiTableColumn), + DataEnd: ?*ImGuiTableColumn = @import("std").mem.zeroes(?*ImGuiTableColumn), +}; +pub const ImSpan_ImGuiTableColumn = struct_ImSpan_ImGuiTableColumn; +pub const struct_ImSpan_ImGuiTableColumnIdx = extern struct { + Data: [*c]ImGuiTableColumnIdx = @import("std").mem.zeroes([*c]ImGuiTableColumnIdx), + DataEnd: [*c]ImGuiTableColumnIdx = @import("std").mem.zeroes([*c]ImGuiTableColumnIdx), +}; +pub const ImSpan_ImGuiTableColumnIdx = struct_ImSpan_ImGuiTableColumnIdx; +pub const struct_ImGuiTableCellData = extern struct { + BgColor: ImU32 = @import("std").mem.zeroes(ImU32), + Column: ImGuiTableColumnIdx = @import("std").mem.zeroes(ImGuiTableColumnIdx), +}; +pub const ImGuiTableCellData = struct_ImGuiTableCellData; +pub const struct_ImSpan_ImGuiTableCellData = extern struct { + Data: [*c]ImGuiTableCellData = @import("std").mem.zeroes([*c]ImGuiTableCellData), + DataEnd: [*c]ImGuiTableCellData = @import("std").mem.zeroes([*c]ImGuiTableCellData), +}; +pub const ImSpan_ImGuiTableCellData = struct_ImSpan_ImGuiTableCellData; +// cimgui2.h:2737:24: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiTable = opaque {}; +pub const ImGuiTable = struct_ImGuiTable; +pub const struct_ImVector_ImGuiTableTempData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiTableTempData = @import("std").mem.zeroes([*c]ImGuiTableTempData), +}; +pub const ImVector_ImGuiTableTempData = struct_ImVector_ImGuiTableTempData; +pub const struct_ImVector_ImGuiTable = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: ?*ImGuiTable = @import("std").mem.zeroes(?*ImGuiTable), +}; +pub const ImVector_ImGuiTable = struct_ImVector_ImGuiTable; +pub const ImPoolIdx = c_int; +pub const struct_ImPool_ImGuiTable = extern struct { + Buf: ImVector_ImGuiTable = @import("std").mem.zeroes(ImVector_ImGuiTable), + Map: ImGuiStorage = @import("std").mem.zeroes(ImGuiStorage), + FreeIdx: ImPoolIdx = @import("std").mem.zeroes(ImPoolIdx), + AliveCount: ImPoolIdx = @import("std").mem.zeroes(ImPoolIdx), +}; +pub const ImPool_ImGuiTable = struct_ImPool_ImGuiTable; +pub const struct_ImVector_ImGuiTabBar = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiTabBar = @import("std").mem.zeroes([*c]ImGuiTabBar), +}; +pub const ImVector_ImGuiTabBar = struct_ImVector_ImGuiTabBar; +pub const struct_ImPool_ImGuiTabBar = extern struct { + Buf: ImVector_ImGuiTabBar = @import("std").mem.zeroes(ImVector_ImGuiTabBar), + Map: ImGuiStorage = @import("std").mem.zeroes(ImGuiStorage), + FreeIdx: ImPoolIdx = @import("std").mem.zeroes(ImPoolIdx), + AliveCount: ImPoolIdx = @import("std").mem.zeroes(ImPoolIdx), +}; +pub const ImPool_ImGuiTabBar = struct_ImPool_ImGuiTabBar; +pub const struct_ImGuiPtrOrIndex = extern struct { + Ptr: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + Index: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImGuiPtrOrIndex = struct_ImGuiPtrOrIndex; +pub const struct_ImVector_ImGuiPtrOrIndex = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiPtrOrIndex = @import("std").mem.zeroes([*c]ImGuiPtrOrIndex), +}; +pub const ImVector_ImGuiPtrOrIndex = struct_ImVector_ImGuiPtrOrIndex; +pub const struct_ImGuiShrinkWidthItem = extern struct { + Index: c_int = @import("std").mem.zeroes(c_int), + Width: f32 = @import("std").mem.zeroes(f32), + InitialWidth: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiShrinkWidthItem = struct_ImGuiShrinkWidthItem; +pub const struct_ImVector_ImGuiShrinkWidthItem = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiShrinkWidthItem = @import("std").mem.zeroes([*c]ImGuiShrinkWidthItem), +}; +pub const ImVector_ImGuiShrinkWidthItem = struct_ImVector_ImGuiShrinkWidthItem; +pub const struct_StbUndoRecord = extern struct { + where: c_int = @import("std").mem.zeroes(c_int), + insert_length: c_int = @import("std").mem.zeroes(c_int), + delete_length: c_int = @import("std").mem.zeroes(c_int), + char_storage: c_int = @import("std").mem.zeroes(c_int), +}; +pub const StbUndoRecord = struct_StbUndoRecord; +pub const struct_StbUndoState = extern struct { + undo_rec: [99]StbUndoRecord = @import("std").mem.zeroes([99]StbUndoRecord), + undo_char: [999]ImWchar = @import("std").mem.zeroes([999]ImWchar), + undo_point: c_short = @import("std").mem.zeroes(c_short), + redo_point: c_short = @import("std").mem.zeroes(c_short), + undo_char_point: c_int = @import("std").mem.zeroes(c_int), + redo_char_point: c_int = @import("std").mem.zeroes(c_int), +}; +pub const StbUndoState = struct_StbUndoState; +pub const struct_STB_TexteditState = extern struct { + cursor: c_int = @import("std").mem.zeroes(c_int), + select_start: c_int = @import("std").mem.zeroes(c_int), + select_end: c_int = @import("std").mem.zeroes(c_int), + insert_mode: u8 = @import("std").mem.zeroes(u8), + row_count_per_page: c_int = @import("std").mem.zeroes(c_int), + cursor_at_end_of_line: u8 = @import("std").mem.zeroes(u8), + initialized: u8 = @import("std").mem.zeroes(u8), + has_preferred_x: u8 = @import("std").mem.zeroes(u8), + single_line: u8 = @import("std").mem.zeroes(u8), + padding1: u8 = @import("std").mem.zeroes(u8), + padding2: u8 = @import("std").mem.zeroes(u8), + padding3: u8 = @import("std").mem.zeroes(u8), + preferred_x: f32 = @import("std").mem.zeroes(f32), + undostate: StbUndoState = @import("std").mem.zeroes(StbUndoState), +}; +pub const STB_TexteditState = struct_STB_TexteditState; +pub const ImGuiInputTextFlags = c_int; +pub const struct_ImGuiInputTextState = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + CurLenW: c_int = @import("std").mem.zeroes(c_int), + CurLenA: c_int = @import("std").mem.zeroes(c_int), + TextW: ImVector_ImWchar = @import("std").mem.zeroes(ImVector_ImWchar), + TextA: ImVector_char = @import("std").mem.zeroes(ImVector_char), + InitialTextA: ImVector_char = @import("std").mem.zeroes(ImVector_char), + TextAIsValid: bool = @import("std").mem.zeroes(bool), + BufCapacityA: c_int = @import("std").mem.zeroes(c_int), + ScrollX: f32 = @import("std").mem.zeroes(f32), + Stb: STB_TexteditState = @import("std").mem.zeroes(STB_TexteditState), + CursorAnim: f32 = @import("std").mem.zeroes(f32), + CursorFollow: bool = @import("std").mem.zeroes(bool), + SelectedAllMouseLock: bool = @import("std").mem.zeroes(bool), + Edited: bool = @import("std").mem.zeroes(bool), + Flags: ImGuiInputTextFlags = @import("std").mem.zeroes(ImGuiInputTextFlags), +}; +pub const ImGuiInputTextState = struct_ImGuiInputTextState; +pub const ImGuiColorEditFlags = c_int; +pub const ImGuiLayoutType = c_int; +pub const struct_ImGuiComboPreviewData = extern struct { + PreviewRect: ImRect = @import("std").mem.zeroes(ImRect), + BackupCursorPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupCursorMaxPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupCursorPosPrevLine: ImVec2 = @import("std").mem.zeroes(ImVec2), + BackupPrevLineTextBaseOffset: f32 = @import("std").mem.zeroes(f32), + BackupLayout: ImGuiLayoutType = @import("std").mem.zeroes(ImGuiLayoutType), +}; +pub const ImGuiComboPreviewData = struct_ImGuiComboPreviewData; +pub const struct_ImGuiDockRequest = opaque {}; +pub const ImGuiDockRequest = struct_ImGuiDockRequest; +pub const struct_ImVector_ImGuiDockRequest = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: ?*ImGuiDockRequest = @import("std").mem.zeroes(?*ImGuiDockRequest), +}; +pub const ImVector_ImGuiDockRequest = struct_ImVector_ImGuiDockRequest; +pub const struct_ImGuiDockNodeSettings = opaque {}; +pub const ImGuiDockNodeSettings = struct_ImGuiDockNodeSettings; +pub const struct_ImVector_ImGuiDockNodeSettings = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: ?*ImGuiDockNodeSettings = @import("std").mem.zeroes(?*ImGuiDockNodeSettings), +}; +pub const ImVector_ImGuiDockNodeSettings = struct_ImVector_ImGuiDockNodeSettings; +pub const struct_ImGuiDockContext = extern struct { + Nodes: ImGuiStorage = @import("std").mem.zeroes(ImGuiStorage), + Requests: ImVector_ImGuiDockRequest = @import("std").mem.zeroes(ImVector_ImGuiDockRequest), + NodesSettings: ImVector_ImGuiDockNodeSettings = @import("std").mem.zeroes(ImVector_ImGuiDockNodeSettings), + WantFullRebuild: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiDockContext = struct_ImGuiDockContext; +pub const ImGuiContext = struct_ImGuiContext; +pub const struct_ImGuiSettingsHandler = extern struct { + TypeName: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + TypeHash: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ClearAllFn: ?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler) callconv(.C) void), + ReadInitFn: ?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler) callconv(.C) void), + ReadOpenFn: ?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler, [*c]const u8) callconv(.C) ?*anyopaque = @import("std").mem.zeroes(?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler, [*c]const u8) callconv(.C) ?*anyopaque), + ReadLineFn: ?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler, ?*anyopaque, [*c]const u8) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler, ?*anyopaque, [*c]const u8) callconv(.C) void), + ApplyAllFn: ?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler) callconv(.C) void), + WriteAllFn: ?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler, [*c]ImGuiTextBuffer) callconv(.C) void = @import("std").mem.zeroes(?*const fn ([*c]ImGuiContext, [*c]ImGuiSettingsHandler, [*c]ImGuiTextBuffer) callconv(.C) void), + UserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), +}; +pub const ImGuiSettingsHandler = struct_ImGuiSettingsHandler; +pub const struct_ImVector_ImGuiSettingsHandler = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiSettingsHandler = @import("std").mem.zeroes([*c]ImGuiSettingsHandler), +}; +pub const ImVector_ImGuiSettingsHandler = struct_ImVector_ImGuiSettingsHandler; +pub const struct_ImChunkStream_ImGuiWindowSettings = extern struct { + Buf: ImVector_char = @import("std").mem.zeroes(ImVector_char), +}; +pub const ImChunkStream_ImGuiWindowSettings = struct_ImChunkStream_ImGuiWindowSettings; +pub const struct_ImChunkStream_ImGuiTableSettings = extern struct { + Buf: ImVector_char = @import("std").mem.zeroes(ImVector_char), +}; +pub const ImChunkStream_ImGuiTableSettings = struct_ImChunkStream_ImGuiTableSettings; +pub const ImGuiContextHookCallback = ?*const fn ([*c]ImGuiContext, [*c]ImGuiContextHook) callconv(.C) void; +pub const struct_ImGuiContextHook = extern struct { + HookId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Type: ImGuiContextHookType = @import("std").mem.zeroes(ImGuiContextHookType), + Owner: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Callback: ImGuiContextHookCallback = @import("std").mem.zeroes(ImGuiContextHookCallback), + UserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), +}; +pub const ImGuiContextHook = struct_ImGuiContextHook; +pub const struct_ImVector_ImGuiContextHook = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiContextHook = @import("std").mem.zeroes([*c]ImGuiContextHook), +}; +pub const ImVector_ImGuiContextHook = struct_ImVector_ImGuiContextHook; +pub const ImGuiDebugLogFlags = c_int; +pub const struct_ImGuiMetricsConfig = extern struct { + ShowDebugLog: bool = @import("std").mem.zeroes(bool), + ShowStackTool: bool = @import("std").mem.zeroes(bool), + ShowWindowsRects: bool = @import("std").mem.zeroes(bool), + ShowWindowsBeginOrder: bool = @import("std").mem.zeroes(bool), + ShowTablesRects: bool = @import("std").mem.zeroes(bool), + ShowDrawCmdMesh: bool = @import("std").mem.zeroes(bool), + ShowDrawCmdBoundingBoxes: bool = @import("std").mem.zeroes(bool), + ShowDockingNodes: bool = @import("std").mem.zeroes(bool), + ShowWindowsRectsType: c_int = @import("std").mem.zeroes(c_int), + ShowTablesRectsType: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImGuiMetricsConfig = struct_ImGuiMetricsConfig; +// cimgui2.h:2127:19: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiStackLevelInfo = opaque {}; +pub const ImGuiStackLevelInfo = struct_ImGuiStackLevelInfo; +pub const struct_ImVector_ImGuiStackLevelInfo = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: ?*ImGuiStackLevelInfo = @import("std").mem.zeroes(?*ImGuiStackLevelInfo), +}; +pub const ImVector_ImGuiStackLevelInfo = struct_ImVector_ImGuiStackLevelInfo; +pub const struct_ImGuiStackTool = extern struct { + LastActiveFrame: c_int = @import("std").mem.zeroes(c_int), + StackLevel: c_int = @import("std").mem.zeroes(c_int), + QueryId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Results: ImVector_ImGuiStackLevelInfo = @import("std").mem.zeroes(ImVector_ImGuiStackLevelInfo), + CopyToClipboardOnCtrlC: bool = @import("std").mem.zeroes(bool), + CopyToClipboardLastTime: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiStackTool = struct_ImGuiStackTool; +pub const struct_ImGuiContext = extern struct { + Initialized: bool = @import("std").mem.zeroes(bool), + FontAtlasOwnedByContext: bool = @import("std").mem.zeroes(bool), + IO: ImGuiIO = @import("std").mem.zeroes(ImGuiIO), + PlatformIO: ImGuiPlatformIO = @import("std").mem.zeroes(ImGuiPlatformIO), + InputEventsQueue: ImVector_ImGuiInputEvent = @import("std").mem.zeroes(ImVector_ImGuiInputEvent), + InputEventsTrail: ImVector_ImGuiInputEvent = @import("std").mem.zeroes(ImVector_ImGuiInputEvent), + Style: ImGuiStyle = @import("std").mem.zeroes(ImGuiStyle), + ConfigFlagsCurrFrame: ImGuiConfigFlags = @import("std").mem.zeroes(ImGuiConfigFlags), + ConfigFlagsLastFrame: ImGuiConfigFlags = @import("std").mem.zeroes(ImGuiConfigFlags), + Font: [*c]ImFont = @import("std").mem.zeroes([*c]ImFont), + FontSize: f32 = @import("std").mem.zeroes(f32), + FontBaseSize: f32 = @import("std").mem.zeroes(f32), + DrawListSharedData: ImDrawListSharedData = @import("std").mem.zeroes(ImDrawListSharedData), + Time: f64 = @import("std").mem.zeroes(f64), + FrameCount: c_int = @import("std").mem.zeroes(c_int), + FrameCountEnded: c_int = @import("std").mem.zeroes(c_int), + FrameCountPlatformEnded: c_int = @import("std").mem.zeroes(c_int), + FrameCountRendered: c_int = @import("std").mem.zeroes(c_int), + WithinFrameScope: bool = @import("std").mem.zeroes(bool), + WithinFrameScopeWithImplicitWindow: bool = @import("std").mem.zeroes(bool), + WithinEndChild: bool = @import("std").mem.zeroes(bool), + GcCompactAll: bool = @import("std").mem.zeroes(bool), + TestEngineHookItems: bool = @import("std").mem.zeroes(bool), + TestEngine: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + Windows: ImVector_ImGuiWindowPtr = @import("std").mem.zeroes(ImVector_ImGuiWindowPtr), + WindowsFocusOrder: ImVector_ImGuiWindowPtr = @import("std").mem.zeroes(ImVector_ImGuiWindowPtr), + WindowsTempSortBuffer: ImVector_ImGuiWindowPtr = @import("std").mem.zeroes(ImVector_ImGuiWindowPtr), + CurrentWindowStack: ImVector_ImGuiWindowStackData = @import("std").mem.zeroes(ImVector_ImGuiWindowStackData), + WindowsById: ImGuiStorage = @import("std").mem.zeroes(ImGuiStorage), + WindowsActiveCount: c_int = @import("std").mem.zeroes(c_int), + WindowsHoverPadding: ImVec2 = @import("std").mem.zeroes(ImVec2), + CurrentWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + HoveredWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + HoveredWindowUnderMovingWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + HoveredDockNode: ?*ImGuiDockNode = @import("std").mem.zeroes(?*ImGuiDockNode), + MovingWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + WheelingWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + WheelingWindowRefMousePos: ImVec2 = @import("std").mem.zeroes(ImVec2), + WheelingWindowTimer: f32 = @import("std").mem.zeroes(f32), + DebugHookIdInfo: ImGuiID = @import("std").mem.zeroes(ImGuiID), + HoveredId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + HoveredIdPreviousFrame: ImGuiID = @import("std").mem.zeroes(ImGuiID), + HoveredIdAllowOverlap: bool = @import("std").mem.zeroes(bool), + HoveredIdUsingMouseWheel: bool = @import("std").mem.zeroes(bool), + HoveredIdPreviousFrameUsingMouseWheel: bool = @import("std").mem.zeroes(bool), + HoveredIdDisabled: bool = @import("std").mem.zeroes(bool), + HoveredIdTimer: f32 = @import("std").mem.zeroes(f32), + HoveredIdNotActiveTimer: f32 = @import("std").mem.zeroes(f32), + ActiveId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ActiveIdIsAlive: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ActiveIdTimer: f32 = @import("std").mem.zeroes(f32), + ActiveIdIsJustActivated: bool = @import("std").mem.zeroes(bool), + ActiveIdAllowOverlap: bool = @import("std").mem.zeroes(bool), + ActiveIdNoClearOnFocusLoss: bool = @import("std").mem.zeroes(bool), + ActiveIdHasBeenPressedBefore: bool = @import("std").mem.zeroes(bool), + ActiveIdHasBeenEditedBefore: bool = @import("std").mem.zeroes(bool), + ActiveIdHasBeenEditedThisFrame: bool = @import("std").mem.zeroes(bool), + ActiveIdClickOffset: ImVec2 = @import("std").mem.zeroes(ImVec2), + ActiveIdWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + ActiveIdSource: ImGuiInputSource = @import("std").mem.zeroes(ImGuiInputSource), + ActiveIdMouseButton: c_int = @import("std").mem.zeroes(c_int), + ActiveIdPreviousFrame: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ActiveIdPreviousFrameIsAlive: bool = @import("std").mem.zeroes(bool), + ActiveIdPreviousFrameHasBeenEditedBefore: bool = @import("std").mem.zeroes(bool), + ActiveIdPreviousFrameWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + LastActiveId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + LastActiveIdTimer: f32 = @import("std").mem.zeroes(f32), + ActiveIdUsingMouseWheel: bool = @import("std").mem.zeroes(bool), + ActiveIdUsingNavDirMask: ImU32 = @import("std").mem.zeroes(ImU32), + ActiveIdUsingNavInputMask: ImU32 = @import("std").mem.zeroes(ImU32), + ActiveIdUsingKeyInputMask: ImBitArrayForNamedKeys = @import("std").mem.zeroes(ImBitArrayForNamedKeys), + CurrentItemFlags: ImGuiItemFlags = @import("std").mem.zeroes(ImGuiItemFlags), + NextItemData: ImGuiNextItemData = @import("std").mem.zeroes(ImGuiNextItemData), + LastItemData: ImGuiLastItemData = @import("std").mem.zeroes(ImGuiLastItemData), + NextWindowData: ImGuiNextWindowData = @import("std").mem.zeroes(ImGuiNextWindowData), + ColorStack: ImVector_ImGuiColorMod = @import("std").mem.zeroes(ImVector_ImGuiColorMod), + StyleVarStack: ImVector_ImGuiStyleMod = @import("std").mem.zeroes(ImVector_ImGuiStyleMod), + FontStack: ImVector_ImFontPtr = @import("std").mem.zeroes(ImVector_ImFontPtr), + FocusScopeStack: ImVector_ImGuiID = @import("std").mem.zeroes(ImVector_ImGuiID), + ItemFlagsStack: ImVector_ImGuiItemFlags = @import("std").mem.zeroes(ImVector_ImGuiItemFlags), + GroupStack: ImVector_ImGuiGroupData = @import("std").mem.zeroes(ImVector_ImGuiGroupData), + OpenPopupStack: ImVector_ImGuiPopupData = @import("std").mem.zeroes(ImVector_ImGuiPopupData), + BeginPopupStack: ImVector_ImGuiPopupData = @import("std").mem.zeroes(ImVector_ImGuiPopupData), + BeginMenuCount: c_int = @import("std").mem.zeroes(c_int), + Viewports: ImVector_ImGuiViewportPPtr = @import("std").mem.zeroes(ImVector_ImGuiViewportPPtr), + CurrentDpiScale: f32 = @import("std").mem.zeroes(f32), + CurrentViewport: [*c]ImGuiViewportP = @import("std").mem.zeroes([*c]ImGuiViewportP), + MouseViewport: [*c]ImGuiViewportP = @import("std").mem.zeroes([*c]ImGuiViewportP), + MouseLastHoveredViewport: [*c]ImGuiViewportP = @import("std").mem.zeroes([*c]ImGuiViewportP), + PlatformLastFocusedViewportId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + FallbackMonitor: ImGuiPlatformMonitor = @import("std").mem.zeroes(ImGuiPlatformMonitor), + ViewportFrontMostStampCount: c_int = @import("std").mem.zeroes(c_int), + NavWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + NavId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavFocusScopeId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavActivateId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavActivateDownId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavActivatePressedId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavActivateInputId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavActivateFlags: ImGuiActivateFlags = @import("std").mem.zeroes(ImGuiActivateFlags), + NavJustMovedToId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavJustMovedToFocusScopeId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavJustMovedToKeyMods: ImGuiModFlags = @import("std").mem.zeroes(ImGuiModFlags), + NavNextActivateId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavNextActivateFlags: ImGuiActivateFlags = @import("std").mem.zeroes(ImGuiActivateFlags), + NavInputSource: ImGuiInputSource = @import("std").mem.zeroes(ImGuiInputSource), + NavLayer: ImGuiNavLayer = @import("std").mem.zeroes(ImGuiNavLayer), + NavIdIsAlive: bool = @import("std").mem.zeroes(bool), + NavMousePosDirty: bool = @import("std").mem.zeroes(bool), + NavDisableHighlight: bool = @import("std").mem.zeroes(bool), + NavDisableMouseHover: bool = @import("std").mem.zeroes(bool), + NavAnyRequest: bool = @import("std").mem.zeroes(bool), + NavInitRequest: bool = @import("std").mem.zeroes(bool), + NavInitRequestFromMove: bool = @import("std").mem.zeroes(bool), + NavInitResultId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavInitResultRectRel: ImRect = @import("std").mem.zeroes(ImRect), + NavMoveSubmitted: bool = @import("std").mem.zeroes(bool), + NavMoveScoringItems: bool = @import("std").mem.zeroes(bool), + NavMoveForwardToNextFrame: bool = @import("std").mem.zeroes(bool), + NavMoveFlags: ImGuiNavMoveFlags = @import("std").mem.zeroes(ImGuiNavMoveFlags), + NavMoveScrollFlags: ImGuiScrollFlags = @import("std").mem.zeroes(ImGuiScrollFlags), + NavMoveKeyMods: ImGuiModFlags = @import("std").mem.zeroes(ImGuiModFlags), + NavMoveDir: ImGuiDir = @import("std").mem.zeroes(ImGuiDir), + NavMoveDirForDebug: ImGuiDir = @import("std").mem.zeroes(ImGuiDir), + NavMoveClipDir: ImGuiDir = @import("std").mem.zeroes(ImGuiDir), + NavScoringRect: ImRect = @import("std").mem.zeroes(ImRect), + NavScoringNoClipRect: ImRect = @import("std").mem.zeroes(ImRect), + NavScoringDebugCount: c_int = @import("std").mem.zeroes(c_int), + NavTabbingDir: c_int = @import("std").mem.zeroes(c_int), + NavTabbingCounter: c_int = @import("std").mem.zeroes(c_int), + NavMoveResultLocal: ImGuiNavItemData = @import("std").mem.zeroes(ImGuiNavItemData), + NavMoveResultLocalVisible: ImGuiNavItemData = @import("std").mem.zeroes(ImGuiNavItemData), + NavMoveResultOther: ImGuiNavItemData = @import("std").mem.zeroes(ImGuiNavItemData), + NavTabbingResultFirst: ImGuiNavItemData = @import("std").mem.zeroes(ImGuiNavItemData), + NavWindowingTarget: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + NavWindowingTargetAnim: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + NavWindowingListWindow: ?*ImGuiWindow = @import("std").mem.zeroes(?*ImGuiWindow), + NavWindowingTimer: f32 = @import("std").mem.zeroes(f32), + NavWindowingHighlightAlpha: f32 = @import("std").mem.zeroes(f32), + NavWindowingToggleLayer: bool = @import("std").mem.zeroes(bool), + DimBgRatio: f32 = @import("std").mem.zeroes(f32), + MouseCursor: ImGuiMouseCursor = @import("std").mem.zeroes(ImGuiMouseCursor), + DragDropActive: bool = @import("std").mem.zeroes(bool), + DragDropWithinSource: bool = @import("std").mem.zeroes(bool), + DragDropWithinTarget: bool = @import("std").mem.zeroes(bool), + DragDropSourceFlags: ImGuiDragDropFlags = @import("std").mem.zeroes(ImGuiDragDropFlags), + DragDropSourceFrameCount: c_int = @import("std").mem.zeroes(c_int), + DragDropMouseButton: c_int = @import("std").mem.zeroes(c_int), + DragDropPayload: ImGuiPayload = @import("std").mem.zeroes(ImGuiPayload), + DragDropTargetRect: ImRect = @import("std").mem.zeroes(ImRect), + DragDropTargetId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DragDropAcceptFlags: ImGuiDragDropFlags = @import("std").mem.zeroes(ImGuiDragDropFlags), + DragDropAcceptIdCurrRectSurface: f32 = @import("std").mem.zeroes(f32), + DragDropAcceptIdCurr: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DragDropAcceptIdPrev: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DragDropAcceptFrameCount: c_int = @import("std").mem.zeroes(c_int), + DragDropHoldJustPressedId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DragDropPayloadBufHeap: ImVector_unsigned_char = @import("std").mem.zeroes(ImVector_unsigned_char), + DragDropPayloadBufLocal: [16]u8 = @import("std").mem.zeroes([16]u8), + ClipperTempDataStacked: c_int = @import("std").mem.zeroes(c_int), + ClipperTempData: ImVector_ImGuiListClipperData = @import("std").mem.zeroes(ImVector_ImGuiListClipperData), + CurrentTable: ?*ImGuiTable = @import("std").mem.zeroes(?*ImGuiTable), + TablesTempDataStacked: c_int = @import("std").mem.zeroes(c_int), + TablesTempData: ImVector_ImGuiTableTempData = @import("std").mem.zeroes(ImVector_ImGuiTableTempData), + Tables: ImPool_ImGuiTable = @import("std").mem.zeroes(ImPool_ImGuiTable), + TablesLastTimeActive: ImVector_float = @import("std").mem.zeroes(ImVector_float), + DrawChannelsTempMergeBuffer: ImVector_ImDrawChannel = @import("std").mem.zeroes(ImVector_ImDrawChannel), + CurrentTabBar: [*c]ImGuiTabBar = @import("std").mem.zeroes([*c]ImGuiTabBar), + TabBars: ImPool_ImGuiTabBar = @import("std").mem.zeroes(ImPool_ImGuiTabBar), + CurrentTabBarStack: ImVector_ImGuiPtrOrIndex = @import("std").mem.zeroes(ImVector_ImGuiPtrOrIndex), + ShrinkWidthBuffer: ImVector_ImGuiShrinkWidthItem = @import("std").mem.zeroes(ImVector_ImGuiShrinkWidthItem), + MouseLastValidPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + InputTextState: ImGuiInputTextState = @import("std").mem.zeroes(ImGuiInputTextState), + InputTextPasswordFont: ImFont = @import("std").mem.zeroes(ImFont), + TempInputId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ColorEditOptions: ImGuiColorEditFlags = @import("std").mem.zeroes(ImGuiColorEditFlags), + ColorEditLastHue: f32 = @import("std").mem.zeroes(f32), + ColorEditLastSat: f32 = @import("std").mem.zeroes(f32), + ColorEditLastColor: ImU32 = @import("std").mem.zeroes(ImU32), + ColorPickerRef: ImVec4 = @import("std").mem.zeroes(ImVec4), + ComboPreviewData: ImGuiComboPreviewData = @import("std").mem.zeroes(ImGuiComboPreviewData), + SliderGrabClickOffset: f32 = @import("std").mem.zeroes(f32), + SliderCurrentAccum: f32 = @import("std").mem.zeroes(f32), + SliderCurrentAccumDirty: bool = @import("std").mem.zeroes(bool), + DragCurrentAccumDirty: bool = @import("std").mem.zeroes(bool), + DragCurrentAccum: f32 = @import("std").mem.zeroes(f32), + DragSpeedDefaultRatio: f32 = @import("std").mem.zeroes(f32), + ScrollbarClickDeltaToGrabCenter: f32 = @import("std").mem.zeroes(f32), + DisabledAlphaBackup: f32 = @import("std").mem.zeroes(f32), + DisabledStackSize: c_short = @import("std").mem.zeroes(c_short), + TooltipOverrideCount: c_short = @import("std").mem.zeroes(c_short), + TooltipSlowDelay: f32 = @import("std").mem.zeroes(f32), + ClipboardHandlerData: ImVector_char = @import("std").mem.zeroes(ImVector_char), + MenusIdSubmittedThisFrame: ImVector_ImGuiID = @import("std").mem.zeroes(ImVector_ImGuiID), + PlatformImeData: ImGuiPlatformImeData = @import("std").mem.zeroes(ImGuiPlatformImeData), + PlatformImeDataPrev: ImGuiPlatformImeData = @import("std").mem.zeroes(ImGuiPlatformImeData), + PlatformImeViewport: ImGuiID = @import("std").mem.zeroes(ImGuiID), + PlatformLocaleDecimalPoint: u8 = @import("std").mem.zeroes(u8), + DockContext: ImGuiDockContext = @import("std").mem.zeroes(ImGuiDockContext), + SettingsLoaded: bool = @import("std").mem.zeroes(bool), + SettingsDirtyTimer: f32 = @import("std").mem.zeroes(f32), + SettingsIniData: ImGuiTextBuffer = @import("std").mem.zeroes(ImGuiTextBuffer), + SettingsHandlers: ImVector_ImGuiSettingsHandler = @import("std").mem.zeroes(ImVector_ImGuiSettingsHandler), + SettingsWindows: ImChunkStream_ImGuiWindowSettings = @import("std").mem.zeroes(ImChunkStream_ImGuiWindowSettings), + SettingsTables: ImChunkStream_ImGuiTableSettings = @import("std").mem.zeroes(ImChunkStream_ImGuiTableSettings), + Hooks: ImVector_ImGuiContextHook = @import("std").mem.zeroes(ImVector_ImGuiContextHook), + HookIdNext: ImGuiID = @import("std").mem.zeroes(ImGuiID), + LogEnabled: bool = @import("std").mem.zeroes(bool), + LogType: ImGuiLogType = @import("std").mem.zeroes(ImGuiLogType), + LogFile: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + LogBuffer: ImGuiTextBuffer = @import("std").mem.zeroes(ImGuiTextBuffer), + LogNextPrefix: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + LogNextSuffix: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + LogLinePosY: f32 = @import("std").mem.zeroes(f32), + LogLineFirstItem: bool = @import("std").mem.zeroes(bool), + LogDepthRef: c_int = @import("std").mem.zeroes(c_int), + LogDepthToExpand: c_int = @import("std").mem.zeroes(c_int), + LogDepthToExpandDefault: c_int = @import("std").mem.zeroes(c_int), + DebugLogFlags: ImGuiDebugLogFlags = @import("std").mem.zeroes(ImGuiDebugLogFlags), + DebugLogBuf: ImGuiTextBuffer = @import("std").mem.zeroes(ImGuiTextBuffer), + DebugItemPickerActive: bool = @import("std").mem.zeroes(bool), + DebugItemPickerBreakId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DebugMetricsConfig: ImGuiMetricsConfig = @import("std").mem.zeroes(ImGuiMetricsConfig), + DebugStackTool: ImGuiStackTool = @import("std").mem.zeroes(ImGuiStackTool), + FramerateSecPerFrame: [120]f32 = @import("std").mem.zeroes([120]f32), + FramerateSecPerFrameIdx: c_int = @import("std").mem.zeroes(c_int), + FramerateSecPerFrameCount: c_int = @import("std").mem.zeroes(c_int), + FramerateSecPerFrameAccum: f32 = @import("std").mem.zeroes(f32), + WantCaptureMouseNextFrame: c_int = @import("std").mem.zeroes(c_int), + WantCaptureKeyboardNextFrame: c_int = @import("std").mem.zeroes(c_int), + WantTextInputNextFrame: c_int = @import("std").mem.zeroes(c_int), + TempBuffer: ImVector_char = @import("std").mem.zeroes(ImVector_char), +}; +pub const struct_ImGuiInputTextCallbackData = extern struct { + EventFlag: ImGuiInputTextFlags = @import("std").mem.zeroes(ImGuiInputTextFlags), + Flags: ImGuiInputTextFlags = @import("std").mem.zeroes(ImGuiInputTextFlags), + UserData: ?*anyopaque = @import("std").mem.zeroes(?*anyopaque), + EventChar: ImWchar = @import("std").mem.zeroes(ImWchar), + EventKey: ImGuiKey = @import("std").mem.zeroes(ImGuiKey), + Buf: [*c]u8 = @import("std").mem.zeroes([*c]u8), + BufTextLen: c_int = @import("std").mem.zeroes(c_int), + BufSize: c_int = @import("std").mem.zeroes(c_int), + BufDirty: bool = @import("std").mem.zeroes(bool), + CursorPos: c_int = @import("std").mem.zeroes(c_int), + SelectionStart: c_int = @import("std").mem.zeroes(c_int), + SelectionEnd: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImGuiInputTextCallbackData = struct_ImGuiInputTextCallbackData; +pub const struct_ImGuiOnceUponAFrame = extern struct { + RefFrame: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImGuiOnceUponAFrame = struct_ImGuiOnceUponAFrame; +// cimgui2.h:969:24: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiTableColumnSortSpecs = opaque {}; +pub const ImGuiTableColumnSortSpecs = struct_ImGuiTableColumnSortSpecs; +pub const struct_ImGuiTableSortSpecs = extern struct { + Specs: ?*const ImGuiTableColumnSortSpecs = @import("std").mem.zeroes(?*const ImGuiTableColumnSortSpecs), + SpecsCount: c_int = @import("std").mem.zeroes(c_int), + SpecsDirty: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiTableSortSpecs = struct_ImGuiTableSortSpecs; +pub const struct_ImGuiTextRange = extern struct { + b: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + e: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), +}; +pub const ImGuiTextRange = struct_ImGuiTextRange; +pub const struct_ImVector_ImGuiTextRange = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiTextRange = @import("std").mem.zeroes([*c]ImGuiTextRange), +}; +pub const ImVector_ImGuiTextRange = struct_ImVector_ImGuiTextRange; +pub const struct_ImGuiTextFilter = extern struct { + InputBuf: [256]u8 = @import("std").mem.zeroes([256]u8), + Filters: ImVector_ImGuiTextRange = @import("std").mem.zeroes(ImVector_ImGuiTextRange), + CountGrep: c_int = @import("std").mem.zeroes(c_int), +}; +pub const ImGuiTextFilter = struct_ImGuiTextFilter; +pub const struct_ImBitVector = extern struct { + Storage: ImVector_ImU32 = @import("std").mem.zeroes(ImVector_ImU32), +}; +pub const ImBitVector = struct_ImBitVector; +pub const struct_ImGuiDataTypeInfo = extern struct { + Size: usize = @import("std").mem.zeroes(usize), + Name: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + PrintFmt: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), + ScanFmt: [*c]const u8 = @import("std").mem.zeroes([*c]const u8), +}; +pub const ImGuiDataTypeInfo = struct_ImGuiDataTypeInfo; +pub const struct_ImGuiMenuColumns = extern struct { + TotalWidth: ImU32 = @import("std").mem.zeroes(ImU32), + NextTotalWidth: ImU32 = @import("std").mem.zeroes(ImU32), + Spacing: ImU16 = @import("std").mem.zeroes(ImU16), + OffsetIcon: ImU16 = @import("std").mem.zeroes(ImU16), + OffsetLabel: ImU16 = @import("std").mem.zeroes(ImU16), + OffsetShortcut: ImU16 = @import("std").mem.zeroes(ImU16), + OffsetMark: ImU16 = @import("std").mem.zeroes(ImU16), + Widths: [4]ImU16 = @import("std").mem.zeroes([4]ImU16), +}; +pub const ImGuiMenuColumns = struct_ImGuiMenuColumns; +pub const ImGuiOldColumnFlags = c_int; +pub const struct_ImGuiOldColumnData = extern struct { + OffsetNorm: f32 = @import("std").mem.zeroes(f32), + OffsetNormBeforeResize: f32 = @import("std").mem.zeroes(f32), + Flags: ImGuiOldColumnFlags = @import("std").mem.zeroes(ImGuiOldColumnFlags), + ClipRect: ImRect = @import("std").mem.zeroes(ImRect), +}; +pub const ImGuiOldColumnData = struct_ImGuiOldColumnData; +pub const struct_ImVector_ImGuiOldColumnData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiOldColumnData = @import("std").mem.zeroes([*c]ImGuiOldColumnData), +}; +pub const ImVector_ImGuiOldColumnData = struct_ImVector_ImGuiOldColumnData; +pub const struct_ImGuiOldColumns = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Flags: ImGuiOldColumnFlags = @import("std").mem.zeroes(ImGuiOldColumnFlags), + IsFirstFrame: bool = @import("std").mem.zeroes(bool), + IsBeingResized: bool = @import("std").mem.zeroes(bool), + Current: c_int = @import("std").mem.zeroes(c_int), + Count: c_int = @import("std").mem.zeroes(c_int), + OffMinX: f32 = @import("std").mem.zeroes(f32), + OffMaxX: f32 = @import("std").mem.zeroes(f32), + LineMinY: f32 = @import("std").mem.zeroes(f32), + LineMaxY: f32 = @import("std").mem.zeroes(f32), + HostCursorPosY: f32 = @import("std").mem.zeroes(f32), + HostCursorMaxPosX: f32 = @import("std").mem.zeroes(f32), + HostInitialClipRect: ImRect = @import("std").mem.zeroes(ImRect), + HostBackupClipRect: ImRect = @import("std").mem.zeroes(ImRect), + HostBackupParentWorkRect: ImRect = @import("std").mem.zeroes(ImRect), + Columns: ImVector_ImGuiOldColumnData = @import("std").mem.zeroes(ImVector_ImGuiOldColumnData), + Splitter: ImDrawListSplitter = @import("std").mem.zeroes(ImDrawListSplitter), +}; +pub const ImGuiOldColumns = struct_ImGuiOldColumns; +pub const struct_ImGuiTableInstanceData = extern struct { + LastOuterHeight: f32 = @import("std").mem.zeroes(f32), + LastFirstRowHeight: f32 = @import("std").mem.zeroes(f32), +}; +pub const ImGuiTableInstanceData = struct_ImGuiTableInstanceData; +pub const struct_ImGuiTableSettings = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + SaveFlags: ImGuiTableFlags = @import("std").mem.zeroes(ImGuiTableFlags), + RefScale: f32 = @import("std").mem.zeroes(f32), + ColumnsCount: ImGuiTableColumnIdx = @import("std").mem.zeroes(ImGuiTableColumnIdx), + ColumnsCountMax: ImGuiTableColumnIdx = @import("std").mem.zeroes(ImGuiTableColumnIdx), + WantApply: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiTableSettings = struct_ImGuiTableSettings; +pub const struct_ImGuiTableColumnsSettings = opaque {}; +pub const ImGuiTableColumnsSettings = struct_ImGuiTableColumnsSettings; +pub const struct_ImGuiWindowTempData = extern struct { + CursorPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + CursorPosPrevLine: ImVec2 = @import("std").mem.zeroes(ImVec2), + CursorStartPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + CursorMaxPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + IdealMaxPos: ImVec2 = @import("std").mem.zeroes(ImVec2), + CurrLineSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + PrevLineSize: ImVec2 = @import("std").mem.zeroes(ImVec2), + CurrLineTextBaseOffset: f32 = @import("std").mem.zeroes(f32), + PrevLineTextBaseOffset: f32 = @import("std").mem.zeroes(f32), + IsSameLine: bool = @import("std").mem.zeroes(bool), + Indent: ImVec1 = @import("std").mem.zeroes(ImVec1), + ColumnsOffset: ImVec1 = @import("std").mem.zeroes(ImVec1), + GroupOffset: ImVec1 = @import("std").mem.zeroes(ImVec1), + CursorStartPosLossyness: ImVec2 = @import("std").mem.zeroes(ImVec2), + NavLayerCurrent: ImGuiNavLayer = @import("std").mem.zeroes(ImGuiNavLayer), + NavLayersActiveMask: c_short = @import("std").mem.zeroes(c_short), + NavLayersActiveMaskNext: c_short = @import("std").mem.zeroes(c_short), + NavFocusScopeIdCurrent: ImGuiID = @import("std").mem.zeroes(ImGuiID), + NavHideHighlightOneFrame: bool = @import("std").mem.zeroes(bool), + NavHasScroll: bool = @import("std").mem.zeroes(bool), + MenuBarAppending: bool = @import("std").mem.zeroes(bool), + MenuBarOffset: ImVec2 = @import("std").mem.zeroes(ImVec2), + MenuColumns: ImGuiMenuColumns = @import("std").mem.zeroes(ImGuiMenuColumns), + TreeDepth: c_int = @import("std").mem.zeroes(c_int), + TreeJumpToParentOnPopMask: ImU32 = @import("std").mem.zeroes(ImU32), + ChildWindows: ImVector_ImGuiWindowPtr = @import("std").mem.zeroes(ImVector_ImGuiWindowPtr), + StateStorage: [*c]ImGuiStorage = @import("std").mem.zeroes([*c]ImGuiStorage), + CurrentColumns: [*c]ImGuiOldColumns = @import("std").mem.zeroes([*c]ImGuiOldColumns), + CurrentTableIdx: c_int = @import("std").mem.zeroes(c_int), + LayoutType: ImGuiLayoutType = @import("std").mem.zeroes(ImGuiLayoutType), + ParentLayoutType: ImGuiLayoutType = @import("std").mem.zeroes(ImGuiLayoutType), + ItemWidth: f32 = @import("std").mem.zeroes(f32), + TextWrapPos: f32 = @import("std").mem.zeroes(f32), + ItemWidthStack: ImVector_float = @import("std").mem.zeroes(ImVector_float), + TextWrapPosStack: ImVector_float = @import("std").mem.zeroes(ImVector_float), +}; +pub const ImGuiWindowTempData = struct_ImGuiWindowTempData; +pub const struct_ImVec2ih = extern struct { + x: c_short = @import("std").mem.zeroes(c_short), + y: c_short = @import("std").mem.zeroes(c_short), +}; +pub const ImVec2ih = struct_ImVec2ih; +pub const struct_ImGuiWindowSettings = extern struct { + ID: ImGuiID = @import("std").mem.zeroes(ImGuiID), + Pos: ImVec2ih = @import("std").mem.zeroes(ImVec2ih), + Size: ImVec2ih = @import("std").mem.zeroes(ImVec2ih), + ViewportPos: ImVec2ih = @import("std").mem.zeroes(ImVec2ih), + ViewportId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DockId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + ClassId: ImGuiID = @import("std").mem.zeroes(ImGuiID), + DockOrder: c_short = @import("std").mem.zeroes(c_short), + Collapsed: bool = @import("std").mem.zeroes(bool), + WantApply: bool = @import("std").mem.zeroes(bool), +}; +pub const ImGuiWindowSettings = struct_ImGuiWindowSettings; +pub const struct_ImVector_const_charPtr = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c][*c]const u8 = @import("std").mem.zeroes([*c][*c]const u8), +}; +pub const ImVector_const_charPtr = struct_ImVector_const_charPtr; +pub const ImGuiDataType = c_int; +pub const ImGuiNavInput = c_int; +pub const ImGuiMouseButton = c_int; +pub const ImGuiSortDirection = c_int; +pub const ImGuiTableBgTarget = c_int; +pub const ImDrawFlags = c_int; +pub const ImGuiButtonFlags = c_int; +pub const ImGuiComboFlags = c_int; +pub const ImGuiFocusedFlags = c_int; +pub const ImGuiHoveredFlags = c_int; +pub const ImGuiPopupFlags = c_int; +pub const ImGuiSelectableFlags = c_int; +pub const ImGuiSliderFlags = c_int; +pub const ImGuiTableRowFlags = c_int; +pub const ImGuiTreeNodeFlags = c_int; +pub const ImS64 = c_longlong; +pub const ImWchar32 = c_uint; +pub const ImGuiInputTextCallback = ?*const fn ([*c]ImGuiInputTextCallbackData) callconv(.C) c_int; +pub const ImGuiMemAllocFunc = ?*const fn (usize, ?*anyopaque) callconv(.C) ?*anyopaque; +pub const ImGuiMemFreeFunc = ?*const fn (?*anyopaque, ?*anyopaque) callconv(.C) void; +pub const ImGuiWindowFlags_None: c_int = 0; +pub const ImGuiWindowFlags_NoTitleBar: c_int = 1; +pub const ImGuiWindowFlags_NoResize: c_int = 2; +pub const ImGuiWindowFlags_NoMove: c_int = 4; +pub const ImGuiWindowFlags_NoScrollbar: c_int = 8; +pub const ImGuiWindowFlags_NoScrollWithMouse: c_int = 16; +pub const ImGuiWindowFlags_NoCollapse: c_int = 32; +pub const ImGuiWindowFlags_AlwaysAutoResize: c_int = 64; +pub const ImGuiWindowFlags_NoBackground: c_int = 128; +pub const ImGuiWindowFlags_NoSavedSettings: c_int = 256; +pub const ImGuiWindowFlags_NoMouseInputs: c_int = 512; +pub const ImGuiWindowFlags_MenuBar: c_int = 1024; +pub const ImGuiWindowFlags_HorizontalScrollbar: c_int = 2048; +pub const ImGuiWindowFlags_NoFocusOnAppearing: c_int = 4096; +pub const ImGuiWindowFlags_NoBringToFrontOnFocus: c_int = 8192; +pub const ImGuiWindowFlags_AlwaysVerticalScrollbar: c_int = 16384; +pub const ImGuiWindowFlags_AlwaysHorizontalScrollbar: c_int = 32768; +pub const ImGuiWindowFlags_AlwaysUseWindowPadding: c_int = 65536; +pub const ImGuiWindowFlags_NoNavInputs: c_int = 262144; +pub const ImGuiWindowFlags_NoNavFocus: c_int = 524288; +pub const ImGuiWindowFlags_UnsavedDocument: c_int = 1048576; +pub const ImGuiWindowFlags_NoDocking: c_int = 2097152; +pub const ImGuiWindowFlags_NoNav: c_int = 786432; +pub const ImGuiWindowFlags_NoDecoration: c_int = 43; +pub const ImGuiWindowFlags_NoInputs: c_int = 786944; +pub const ImGuiWindowFlags_NavFlattened: c_int = 8388608; +pub const ImGuiWindowFlags_ChildWindow: c_int = 16777216; +pub const ImGuiWindowFlags_Tooltip: c_int = 33554432; +pub const ImGuiWindowFlags_Popup: c_int = 67108864; +pub const ImGuiWindowFlags_Modal: c_int = 134217728; +pub const ImGuiWindowFlags_ChildMenu: c_int = 268435456; +pub const ImGuiWindowFlags_DockNodeHost: c_int = 536870912; +pub const ImGuiWindowFlags_ = c_uint; +pub const ImGuiInputTextFlags_None: c_int = 0; +pub const ImGuiInputTextFlags_CharsDecimal: c_int = 1; +pub const ImGuiInputTextFlags_CharsHexadecimal: c_int = 2; +pub const ImGuiInputTextFlags_CharsUppercase: c_int = 4; +pub const ImGuiInputTextFlags_CharsNoBlank: c_int = 8; +pub const ImGuiInputTextFlags_AutoSelectAll: c_int = 16; +pub const ImGuiInputTextFlags_EnterReturnsTrue: c_int = 32; +pub const ImGuiInputTextFlags_CallbackCompletion: c_int = 64; +pub const ImGuiInputTextFlags_CallbackHistory: c_int = 128; +pub const ImGuiInputTextFlags_CallbackAlways: c_int = 256; +pub const ImGuiInputTextFlags_CallbackCharFilter: c_int = 512; +pub const ImGuiInputTextFlags_AllowTabInput: c_int = 1024; +pub const ImGuiInputTextFlags_CtrlEnterForNewLine: c_int = 2048; +pub const ImGuiInputTextFlags_NoHorizontalScroll: c_int = 4096; +pub const ImGuiInputTextFlags_AlwaysOverwrite: c_int = 8192; +pub const ImGuiInputTextFlags_ReadOnly: c_int = 16384; +pub const ImGuiInputTextFlags_Password: c_int = 32768; +pub const ImGuiInputTextFlags_NoUndoRedo: c_int = 65536; +pub const ImGuiInputTextFlags_CharsScientific: c_int = 131072; +pub const ImGuiInputTextFlags_CallbackResize: c_int = 262144; +pub const ImGuiInputTextFlags_CallbackEdit: c_int = 524288; +pub const ImGuiInputTextFlags_ = c_uint; +pub const ImGuiTreeNodeFlags_None: c_int = 0; +pub const ImGuiTreeNodeFlags_Selected: c_int = 1; +pub const ImGuiTreeNodeFlags_Framed: c_int = 2; +pub const ImGuiTreeNodeFlags_AllowItemOverlap: c_int = 4; +pub const ImGuiTreeNodeFlags_NoTreePushOnOpen: c_int = 8; +pub const ImGuiTreeNodeFlags_NoAutoOpenOnLog: c_int = 16; +pub const ImGuiTreeNodeFlags_DefaultOpen: c_int = 32; +pub const ImGuiTreeNodeFlags_OpenOnDoubleClick: c_int = 64; +pub const ImGuiTreeNodeFlags_OpenOnArrow: c_int = 128; +pub const ImGuiTreeNodeFlags_Leaf: c_int = 256; +pub const ImGuiTreeNodeFlags_Bullet: c_int = 512; +pub const ImGuiTreeNodeFlags_FramePadding: c_int = 1024; +pub const ImGuiTreeNodeFlags_SpanAvailWidth: c_int = 2048; +pub const ImGuiTreeNodeFlags_SpanFullWidth: c_int = 4096; +pub const ImGuiTreeNodeFlags_NavLeftJumpsBackHere: c_int = 8192; +pub const ImGuiTreeNodeFlags_CollapsingHeader: c_int = 26; +pub const ImGuiTreeNodeFlags_ = c_uint; +pub const ImGuiPopupFlags_None: c_int = 0; +pub const ImGuiPopupFlags_MouseButtonLeft: c_int = 0; +pub const ImGuiPopupFlags_MouseButtonRight: c_int = 1; +pub const ImGuiPopupFlags_MouseButtonMiddle: c_int = 2; +pub const ImGuiPopupFlags_MouseButtonMask_: c_int = 31; +pub const ImGuiPopupFlags_MouseButtonDefault_: c_int = 1; +pub const ImGuiPopupFlags_NoOpenOverExistingPopup: c_int = 32; +pub const ImGuiPopupFlags_NoOpenOverItems: c_int = 64; +pub const ImGuiPopupFlags_AnyPopupId: c_int = 128; +pub const ImGuiPopupFlags_AnyPopupLevel: c_int = 256; +pub const ImGuiPopupFlags_AnyPopup: c_int = 384; +pub const ImGuiPopupFlags_ = c_uint; +pub const ImGuiSelectableFlags_None: c_int = 0; +pub const ImGuiSelectableFlags_DontClosePopups: c_int = 1; +pub const ImGuiSelectableFlags_SpanAllColumns: c_int = 2; +pub const ImGuiSelectableFlags_AllowDoubleClick: c_int = 4; +pub const ImGuiSelectableFlags_Disabled: c_int = 8; +pub const ImGuiSelectableFlags_AllowItemOverlap: c_int = 16; +pub const ImGuiSelectableFlags_ = c_uint; +pub const ImGuiComboFlags_None: c_int = 0; +pub const ImGuiComboFlags_PopupAlignLeft: c_int = 1; +pub const ImGuiComboFlags_HeightSmall: c_int = 2; +pub const ImGuiComboFlags_HeightRegular: c_int = 4; +pub const ImGuiComboFlags_HeightLarge: c_int = 8; +pub const ImGuiComboFlags_HeightLargest: c_int = 16; +pub const ImGuiComboFlags_NoArrowButton: c_int = 32; +pub const ImGuiComboFlags_NoPreview: c_int = 64; +pub const ImGuiComboFlags_HeightMask_: c_int = 30; +pub const ImGuiComboFlags_ = c_uint; +pub const ImGuiTabBarFlags_None: c_int = 0; +pub const ImGuiTabBarFlags_Reorderable: c_int = 1; +pub const ImGuiTabBarFlags_AutoSelectNewTabs: c_int = 2; +pub const ImGuiTabBarFlags_TabListPopupButton: c_int = 4; +pub const ImGuiTabBarFlags_NoCloseWithMiddleMouseButton: c_int = 8; +pub const ImGuiTabBarFlags_NoTabListScrollingButtons: c_int = 16; +pub const ImGuiTabBarFlags_NoTooltip: c_int = 32; +pub const ImGuiTabBarFlags_FittingPolicyResizeDown: c_int = 64; +pub const ImGuiTabBarFlags_FittingPolicyScroll: c_int = 128; +pub const ImGuiTabBarFlags_FittingPolicyMask_: c_int = 192; +pub const ImGuiTabBarFlags_FittingPolicyDefault_: c_int = 64; +pub const ImGuiTabBarFlags_ = c_uint; +pub const ImGuiTabItemFlags_None: c_int = 0; +pub const ImGuiTabItemFlags_UnsavedDocument: c_int = 1; +pub const ImGuiTabItemFlags_SetSelected: c_int = 2; +pub const ImGuiTabItemFlags_NoCloseWithMiddleMouseButton: c_int = 4; +pub const ImGuiTabItemFlags_NoPushId: c_int = 8; +pub const ImGuiTabItemFlags_NoTooltip: c_int = 16; +pub const ImGuiTabItemFlags_NoReorder: c_int = 32; +pub const ImGuiTabItemFlags_Leading: c_int = 64; +pub const ImGuiTabItemFlags_Trailing: c_int = 128; +pub const ImGuiTabItemFlags_ = c_uint; +pub const ImGuiTableFlags_None: c_int = 0; +pub const ImGuiTableFlags_Resizable: c_int = 1; +pub const ImGuiTableFlags_Reorderable: c_int = 2; +pub const ImGuiTableFlags_Hideable: c_int = 4; +pub const ImGuiTableFlags_Sortable: c_int = 8; +pub const ImGuiTableFlags_NoSavedSettings: c_int = 16; +pub const ImGuiTableFlags_ContextMenuInBody: c_int = 32; +pub const ImGuiTableFlags_RowBg: c_int = 64; +pub const ImGuiTableFlags_BordersInnerH: c_int = 128; +pub const ImGuiTableFlags_BordersOuterH: c_int = 256; +pub const ImGuiTableFlags_BordersInnerV: c_int = 512; +pub const ImGuiTableFlags_BordersOuterV: c_int = 1024; +pub const ImGuiTableFlags_BordersH: c_int = 384; +pub const ImGuiTableFlags_BordersV: c_int = 1536; +pub const ImGuiTableFlags_BordersInner: c_int = 640; +pub const ImGuiTableFlags_BordersOuter: c_int = 1280; +pub const ImGuiTableFlags_Borders: c_int = 1920; +pub const ImGuiTableFlags_NoBordersInBody: c_int = 2048; +pub const ImGuiTableFlags_NoBordersInBodyUntilResize: c_int = 4096; +pub const ImGuiTableFlags_SizingFixedFit: c_int = 8192; +pub const ImGuiTableFlags_SizingFixedSame: c_int = 16384; +pub const ImGuiTableFlags_SizingStretchProp: c_int = 24576; +pub const ImGuiTableFlags_SizingStretchSame: c_int = 32768; +pub const ImGuiTableFlags_NoHostExtendX: c_int = 65536; +pub const ImGuiTableFlags_NoHostExtendY: c_int = 131072; +pub const ImGuiTableFlags_NoKeepColumnsVisible: c_int = 262144; +pub const ImGuiTableFlags_PreciseWidths: c_int = 524288; +pub const ImGuiTableFlags_NoClip: c_int = 1048576; +pub const ImGuiTableFlags_PadOuterX: c_int = 2097152; +pub const ImGuiTableFlags_NoPadOuterX: c_int = 4194304; +pub const ImGuiTableFlags_NoPadInnerX: c_int = 8388608; +pub const ImGuiTableFlags_ScrollX: c_int = 16777216; +pub const ImGuiTableFlags_ScrollY: c_int = 33554432; +pub const ImGuiTableFlags_SortMulti: c_int = 67108864; +pub const ImGuiTableFlags_SortTristate: c_int = 134217728; +pub const ImGuiTableFlags_SizingMask_: c_int = 57344; +pub const ImGuiTableFlags_ = c_uint; +pub const ImGuiTableColumnFlags_None: c_int = 0; +pub const ImGuiTableColumnFlags_Disabled: c_int = 1; +pub const ImGuiTableColumnFlags_DefaultHide: c_int = 2; +pub const ImGuiTableColumnFlags_DefaultSort: c_int = 4; +pub const ImGuiTableColumnFlags_WidthStretch: c_int = 8; +pub const ImGuiTableColumnFlags_WidthFixed: c_int = 16; +pub const ImGuiTableColumnFlags_NoResize: c_int = 32; +pub const ImGuiTableColumnFlags_NoReorder: c_int = 64; +pub const ImGuiTableColumnFlags_NoHide: c_int = 128; +pub const ImGuiTableColumnFlags_NoClip: c_int = 256; +pub const ImGuiTableColumnFlags_NoSort: c_int = 512; +pub const ImGuiTableColumnFlags_NoSortAscending: c_int = 1024; +pub const ImGuiTableColumnFlags_NoSortDescending: c_int = 2048; +pub const ImGuiTableColumnFlags_NoHeaderLabel: c_int = 4096; +pub const ImGuiTableColumnFlags_NoHeaderWidth: c_int = 8192; +pub const ImGuiTableColumnFlags_PreferSortAscending: c_int = 16384; +pub const ImGuiTableColumnFlags_PreferSortDescending: c_int = 32768; +pub const ImGuiTableColumnFlags_IndentEnable: c_int = 65536; +pub const ImGuiTableColumnFlags_IndentDisable: c_int = 131072; +pub const ImGuiTableColumnFlags_IsEnabled: c_int = 16777216; +pub const ImGuiTableColumnFlags_IsVisible: c_int = 33554432; +pub const ImGuiTableColumnFlags_IsSorted: c_int = 67108864; +pub const ImGuiTableColumnFlags_IsHovered: c_int = 134217728; +pub const ImGuiTableColumnFlags_WidthMask_: c_int = 24; +pub const ImGuiTableColumnFlags_IndentMask_: c_int = 196608; +pub const ImGuiTableColumnFlags_StatusMask_: c_int = 251658240; +pub const ImGuiTableColumnFlags_NoDirectResize_: c_int = 1073741824; +pub const ImGuiTableColumnFlags_ = c_uint; +pub const ImGuiTableRowFlags_None: c_int = 0; +pub const ImGuiTableRowFlags_Headers: c_int = 1; +pub const ImGuiTableRowFlags_ = c_uint; +pub const ImGuiTableBgTarget_None: c_int = 0; +pub const ImGuiTableBgTarget_RowBg0: c_int = 1; +pub const ImGuiTableBgTarget_RowBg1: c_int = 2; +pub const ImGuiTableBgTarget_CellBg: c_int = 3; +pub const ImGuiTableBgTarget_ = c_uint; +pub const ImGuiFocusedFlags_None: c_int = 0; +pub const ImGuiFocusedFlags_ChildWindows: c_int = 1; +pub const ImGuiFocusedFlags_RootWindow: c_int = 2; +pub const ImGuiFocusedFlags_AnyWindow: c_int = 4; +pub const ImGuiFocusedFlags_NoPopupHierarchy: c_int = 8; +pub const ImGuiFocusedFlags_DockHierarchy: c_int = 16; +pub const ImGuiFocusedFlags_RootAndChildWindows: c_int = 3; +pub const ImGuiFocusedFlags_ = c_uint; +pub const ImGuiHoveredFlags_None: c_int = 0; +pub const ImGuiHoveredFlags_ChildWindows: c_int = 1; +pub const ImGuiHoveredFlags_RootWindow: c_int = 2; +pub const ImGuiHoveredFlags_AnyWindow: c_int = 4; +pub const ImGuiHoveredFlags_NoPopupHierarchy: c_int = 8; +pub const ImGuiHoveredFlags_DockHierarchy: c_int = 16; +pub const ImGuiHoveredFlags_AllowWhenBlockedByPopup: c_int = 32; +pub const ImGuiHoveredFlags_AllowWhenBlockedByActiveItem: c_int = 128; +pub const ImGuiHoveredFlags_AllowWhenOverlapped: c_int = 256; +pub const ImGuiHoveredFlags_AllowWhenDisabled: c_int = 512; +pub const ImGuiHoveredFlags_NoNavOverride: c_int = 1024; +pub const ImGuiHoveredFlags_RectOnly: c_int = 416; +pub const ImGuiHoveredFlags_RootAndChildWindows: c_int = 3; +pub const ImGuiHoveredFlags_ = c_uint; +pub const ImGuiDockNodeFlags_None: c_int = 0; +pub const ImGuiDockNodeFlags_KeepAliveOnly: c_int = 1; +pub const ImGuiDockNodeFlags_NoDockingInCentralNode: c_int = 4; +pub const ImGuiDockNodeFlags_PassthruCentralNode: c_int = 8; +pub const ImGuiDockNodeFlags_NoSplit: c_int = 16; +pub const ImGuiDockNodeFlags_NoResize: c_int = 32; +pub const ImGuiDockNodeFlags_AutoHideTabBar: c_int = 64; +pub const ImGuiDockNodeFlags_ = c_uint; +pub const ImGuiDragDropFlags_None: c_int = 0; +pub const ImGuiDragDropFlags_SourceNoPreviewTooltip: c_int = 1; +pub const ImGuiDragDropFlags_SourceNoDisableHover: c_int = 2; +pub const ImGuiDragDropFlags_SourceNoHoldToOpenOthers: c_int = 4; +pub const ImGuiDragDropFlags_SourceAllowNullID: c_int = 8; +pub const ImGuiDragDropFlags_SourceExtern: c_int = 16; +pub const ImGuiDragDropFlags_SourceAutoExpirePayload: c_int = 32; +pub const ImGuiDragDropFlags_AcceptBeforeDelivery: c_int = 1024; +pub const ImGuiDragDropFlags_AcceptNoDrawDefaultRect: c_int = 2048; +pub const ImGuiDragDropFlags_AcceptNoPreviewTooltip: c_int = 4096; +pub const ImGuiDragDropFlags_AcceptPeekOnly: c_int = 3072; +pub const ImGuiDragDropFlags_ = c_uint; +pub const ImGuiDataType_S8: c_int = 0; +pub const ImGuiDataType_U8: c_int = 1; +pub const ImGuiDataType_S16: c_int = 2; +pub const ImGuiDataType_U16: c_int = 3; +pub const ImGuiDataType_S32: c_int = 4; +pub const ImGuiDataType_U32: c_int = 5; +pub const ImGuiDataType_S64: c_int = 6; +pub const ImGuiDataType_U64: c_int = 7; +pub const ImGuiDataType_Float: c_int = 8; +pub const ImGuiDataType_Double: c_int = 9; +pub const ImGuiDataType_COUNT: c_int = 10; +pub const ImGuiDataType_ = c_uint; +pub const ImGuiDir_None: c_int = -1; +pub const ImGuiDir_Left: c_int = 0; +pub const ImGuiDir_Right: c_int = 1; +pub const ImGuiDir_Up: c_int = 2; +pub const ImGuiDir_Down: c_int = 3; +pub const ImGuiDir_COUNT: c_int = 4; +pub const ImGuiDir_ = c_int; +pub const ImGuiSortDirection_None: c_int = 0; +pub const ImGuiSortDirection_Ascending: c_int = 1; +pub const ImGuiSortDirection_Descending: c_int = 2; +pub const ImGuiSortDirection_ = c_uint; +pub const ImGuiKey_None: c_int = 0; +pub const ImGuiKey_Tab: c_int = 512; +pub const ImGuiKey_LeftArrow: c_int = 513; +pub const ImGuiKey_RightArrow: c_int = 514; +pub const ImGuiKey_UpArrow: c_int = 515; +pub const ImGuiKey_DownArrow: c_int = 516; +pub const ImGuiKey_PageUp: c_int = 517; +pub const ImGuiKey_PageDown: c_int = 518; +pub const ImGuiKey_Home: c_int = 519; +pub const ImGuiKey_End: c_int = 520; +pub const ImGuiKey_Insert: c_int = 521; +pub const ImGuiKey_Delete: c_int = 522; +pub const ImGuiKey_Backspace: c_int = 523; +pub const ImGuiKey_Space: c_int = 524; +pub const ImGuiKey_Enter: c_int = 525; +pub const ImGuiKey_Escape: c_int = 526; +pub const ImGuiKey_LeftCtrl: c_int = 527; +pub const ImGuiKey_LeftShift: c_int = 528; +pub const ImGuiKey_LeftAlt: c_int = 529; +pub const ImGuiKey_LeftSuper: c_int = 530; +pub const ImGuiKey_RightCtrl: c_int = 531; +pub const ImGuiKey_RightShift: c_int = 532; +pub const ImGuiKey_RightAlt: c_int = 533; +pub const ImGuiKey_RightSuper: c_int = 534; +pub const ImGuiKey_Menu: c_int = 535; +pub const ImGuiKey_0: c_int = 536; +pub const ImGuiKey_1: c_int = 537; +pub const ImGuiKey_2: c_int = 538; +pub const ImGuiKey_3: c_int = 539; +pub const ImGuiKey_4: c_int = 540; +pub const ImGuiKey_5: c_int = 541; +pub const ImGuiKey_6: c_int = 542; +pub const ImGuiKey_7: c_int = 543; +pub const ImGuiKey_8: c_int = 544; +pub const ImGuiKey_9: c_int = 545; +pub const ImGuiKey_A: c_int = 546; +pub const ImGuiKey_B: c_int = 547; +pub const ImGuiKey_C: c_int = 548; +pub const ImGuiKey_D: c_int = 549; +pub const ImGuiKey_E: c_int = 550; +pub const ImGuiKey_F: c_int = 551; +pub const ImGuiKey_G: c_int = 552; +pub const ImGuiKey_H: c_int = 553; +pub const ImGuiKey_I: c_int = 554; +pub const ImGuiKey_J: c_int = 555; +pub const ImGuiKey_K: c_int = 556; +pub const ImGuiKey_L: c_int = 557; +pub const ImGuiKey_M: c_int = 558; +pub const ImGuiKey_N: c_int = 559; +pub const ImGuiKey_O: c_int = 560; +pub const ImGuiKey_P: c_int = 561; +pub const ImGuiKey_Q: c_int = 562; +pub const ImGuiKey_R: c_int = 563; +pub const ImGuiKey_S: c_int = 564; +pub const ImGuiKey_T: c_int = 565; +pub const ImGuiKey_U: c_int = 566; +pub const ImGuiKey_V: c_int = 567; +pub const ImGuiKey_W: c_int = 568; +pub const ImGuiKey_X: c_int = 569; +pub const ImGuiKey_Y: c_int = 570; +pub const ImGuiKey_Z: c_int = 571; +pub const ImGuiKey_F1: c_int = 572; +pub const ImGuiKey_F2: c_int = 573; +pub const ImGuiKey_F3: c_int = 574; +pub const ImGuiKey_F4: c_int = 575; +pub const ImGuiKey_F5: c_int = 576; +pub const ImGuiKey_F6: c_int = 577; +pub const ImGuiKey_F7: c_int = 578; +pub const ImGuiKey_F8: c_int = 579; +pub const ImGuiKey_F9: c_int = 580; +pub const ImGuiKey_F10: c_int = 581; +pub const ImGuiKey_F11: c_int = 582; +pub const ImGuiKey_F12: c_int = 583; +pub const ImGuiKey_Apostrophe: c_int = 584; +pub const ImGuiKey_Comma: c_int = 585; +pub const ImGuiKey_Minus: c_int = 586; +pub const ImGuiKey_Period: c_int = 587; +pub const ImGuiKey_Slash: c_int = 588; +pub const ImGuiKey_Semicolon: c_int = 589; +pub const ImGuiKey_Equal: c_int = 590; +pub const ImGuiKey_LeftBracket: c_int = 591; +pub const ImGuiKey_Backslash: c_int = 592; +pub const ImGuiKey_RightBracket: c_int = 593; +pub const ImGuiKey_GraveAccent: c_int = 594; +pub const ImGuiKey_CapsLock: c_int = 595; +pub const ImGuiKey_ScrollLock: c_int = 596; +pub const ImGuiKey_NumLock: c_int = 597; +pub const ImGuiKey_PrintScreen: c_int = 598; +pub const ImGuiKey_Pause: c_int = 599; +pub const ImGuiKey_Keypad0: c_int = 600; +pub const ImGuiKey_Keypad1: c_int = 601; +pub const ImGuiKey_Keypad2: c_int = 602; +pub const ImGuiKey_Keypad3: c_int = 603; +pub const ImGuiKey_Keypad4: c_int = 604; +pub const ImGuiKey_Keypad5: c_int = 605; +pub const ImGuiKey_Keypad6: c_int = 606; +pub const ImGuiKey_Keypad7: c_int = 607; +pub const ImGuiKey_Keypad8: c_int = 608; +pub const ImGuiKey_Keypad9: c_int = 609; +pub const ImGuiKey_KeypadDecimal: c_int = 610; +pub const ImGuiKey_KeypadDivide: c_int = 611; +pub const ImGuiKey_KeypadMultiply: c_int = 612; +pub const ImGuiKey_KeypadSubtract: c_int = 613; +pub const ImGuiKey_KeypadAdd: c_int = 614; +pub const ImGuiKey_KeypadEnter: c_int = 615; +pub const ImGuiKey_KeypadEqual: c_int = 616; +pub const ImGuiKey_GamepadStart: c_int = 617; +pub const ImGuiKey_GamepadBack: c_int = 618; +pub const ImGuiKey_GamepadFaceUp: c_int = 619; +pub const ImGuiKey_GamepadFaceDown: c_int = 620; +pub const ImGuiKey_GamepadFaceLeft: c_int = 621; +pub const ImGuiKey_GamepadFaceRight: c_int = 622; +pub const ImGuiKey_GamepadDpadUp: c_int = 623; +pub const ImGuiKey_GamepadDpadDown: c_int = 624; +pub const ImGuiKey_GamepadDpadLeft: c_int = 625; +pub const ImGuiKey_GamepadDpadRight: c_int = 626; +pub const ImGuiKey_GamepadL1: c_int = 627; +pub const ImGuiKey_GamepadR1: c_int = 628; +pub const ImGuiKey_GamepadL2: c_int = 629; +pub const ImGuiKey_GamepadR2: c_int = 630; +pub const ImGuiKey_GamepadL3: c_int = 631; +pub const ImGuiKey_GamepadR3: c_int = 632; +pub const ImGuiKey_GamepadLStickUp: c_int = 633; +pub const ImGuiKey_GamepadLStickDown: c_int = 634; +pub const ImGuiKey_GamepadLStickLeft: c_int = 635; +pub const ImGuiKey_GamepadLStickRight: c_int = 636; +pub const ImGuiKey_GamepadRStickUp: c_int = 637; +pub const ImGuiKey_GamepadRStickDown: c_int = 638; +pub const ImGuiKey_GamepadRStickLeft: c_int = 639; +pub const ImGuiKey_GamepadRStickRight: c_int = 640; +pub const ImGuiKey_ModCtrl: c_int = 641; +pub const ImGuiKey_ModShift: c_int = 642; +pub const ImGuiKey_ModAlt: c_int = 643; +pub const ImGuiKey_ModSuper: c_int = 644; +pub const ImGuiKey_COUNT: c_int = 645; +pub const ImGuiKey_NamedKey_BEGIN: c_int = 512; +pub const ImGuiKey_NamedKey_END: c_int = 645; +pub const ImGuiKey_NamedKey_COUNT: c_int = 133; +pub const ImGuiKey_KeysData_SIZE: c_int = 645; +pub const ImGuiKey_KeysData_OFFSET: c_int = 0; +pub const ImGuiKey_ = c_uint; +pub const ImGuiModFlags_None: c_int = 0; +pub const ImGuiModFlags_Ctrl: c_int = 1; +pub const ImGuiModFlags_Shift: c_int = 2; +pub const ImGuiModFlags_Alt: c_int = 4; +pub const ImGuiModFlags_Super: c_int = 8; +pub const ImGuiModFlags_ = c_uint; +pub const ImGuiNavInput_Activate: c_int = 0; +pub const ImGuiNavInput_Cancel: c_int = 1; +pub const ImGuiNavInput_Input: c_int = 2; +pub const ImGuiNavInput_Menu: c_int = 3; +pub const ImGuiNavInput_DpadLeft: c_int = 4; +pub const ImGuiNavInput_DpadRight: c_int = 5; +pub const ImGuiNavInput_DpadUp: c_int = 6; +pub const ImGuiNavInput_DpadDown: c_int = 7; +pub const ImGuiNavInput_LStickLeft: c_int = 8; +pub const ImGuiNavInput_LStickRight: c_int = 9; +pub const ImGuiNavInput_LStickUp: c_int = 10; +pub const ImGuiNavInput_LStickDown: c_int = 11; +pub const ImGuiNavInput_FocusPrev: c_int = 12; +pub const ImGuiNavInput_FocusNext: c_int = 13; +pub const ImGuiNavInput_TweakSlow: c_int = 14; +pub const ImGuiNavInput_TweakFast: c_int = 15; +pub const ImGuiNavInput_KeyLeft_: c_int = 16; +pub const ImGuiNavInput_KeyRight_: c_int = 17; +pub const ImGuiNavInput_KeyUp_: c_int = 18; +pub const ImGuiNavInput_KeyDown_: c_int = 19; +pub const ImGuiNavInput_COUNT: c_int = 20; +pub const ImGuiNavInput_ = c_uint; +pub const ImGuiConfigFlags_None: c_int = 0; +pub const ImGuiConfigFlags_NavEnableKeyboard: c_int = 1; +pub const ImGuiConfigFlags_NavEnableGamepad: c_int = 2; +pub const ImGuiConfigFlags_NavEnableSetMousePos: c_int = 4; +pub const ImGuiConfigFlags_NavNoCaptureKeyboard: c_int = 8; +pub const ImGuiConfigFlags_NoMouse: c_int = 16; +pub const ImGuiConfigFlags_NoMouseCursorChange: c_int = 32; +pub const ImGuiConfigFlags_DockingEnable: c_int = 64; +pub const ImGuiConfigFlags_ViewportsEnable: c_int = 1024; +pub const ImGuiConfigFlags_DpiEnableScaleViewports: c_int = 16384; +pub const ImGuiConfigFlags_DpiEnableScaleFonts: c_int = 32768; +pub const ImGuiConfigFlags_IsSRGB: c_int = 1048576; +pub const ImGuiConfigFlags_IsTouchScreen: c_int = 2097152; +pub const ImGuiConfigFlags_ = c_uint; +pub const ImGuiBackendFlags_None: c_int = 0; +pub const ImGuiBackendFlags_HasGamepad: c_int = 1; +pub const ImGuiBackendFlags_HasMouseCursors: c_int = 2; +pub const ImGuiBackendFlags_HasSetMousePos: c_int = 4; +pub const ImGuiBackendFlags_RendererHasVtxOffset: c_int = 8; +pub const ImGuiBackendFlags_PlatformHasViewports: c_int = 1024; +pub const ImGuiBackendFlags_HasMouseHoveredViewport: c_int = 2048; +pub const ImGuiBackendFlags_RendererHasViewports: c_int = 4096; +pub const ImGuiBackendFlags_ = c_uint; +pub const ImGuiCol_Text: c_int = 0; +pub const ImGuiCol_TextDisabled: c_int = 1; +pub const ImGuiCol_WindowBg: c_int = 2; +pub const ImGuiCol_ChildBg: c_int = 3; +pub const ImGuiCol_PopupBg: c_int = 4; +pub const ImGuiCol_Border: c_int = 5; +pub const ImGuiCol_BorderShadow: c_int = 6; +pub const ImGuiCol_FrameBg: c_int = 7; +pub const ImGuiCol_FrameBgHovered: c_int = 8; +pub const ImGuiCol_FrameBgActive: c_int = 9; +pub const ImGuiCol_TitleBg: c_int = 10; +pub const ImGuiCol_TitleBgActive: c_int = 11; +pub const ImGuiCol_TitleBgCollapsed: c_int = 12; +pub const ImGuiCol_MenuBarBg: c_int = 13; +pub const ImGuiCol_ScrollbarBg: c_int = 14; +pub const ImGuiCol_ScrollbarGrab: c_int = 15; +pub const ImGuiCol_ScrollbarGrabHovered: c_int = 16; +pub const ImGuiCol_ScrollbarGrabActive: c_int = 17; +pub const ImGuiCol_CheckMark: c_int = 18; +pub const ImGuiCol_SliderGrab: c_int = 19; +pub const ImGuiCol_SliderGrabActive: c_int = 20; +pub const ImGuiCol_Button: c_int = 21; +pub const ImGuiCol_ButtonHovered: c_int = 22; +pub const ImGuiCol_ButtonActive: c_int = 23; +pub const ImGuiCol_Header: c_int = 24; +pub const ImGuiCol_HeaderHovered: c_int = 25; +pub const ImGuiCol_HeaderActive: c_int = 26; +pub const ImGuiCol_Separator: c_int = 27; +pub const ImGuiCol_SeparatorHovered: c_int = 28; +pub const ImGuiCol_SeparatorActive: c_int = 29; +pub const ImGuiCol_ResizeGrip: c_int = 30; +pub const ImGuiCol_ResizeGripHovered: c_int = 31; +pub const ImGuiCol_ResizeGripActive: c_int = 32; +pub const ImGuiCol_Tab: c_int = 33; +pub const ImGuiCol_TabHovered: c_int = 34; +pub const ImGuiCol_TabActive: c_int = 35; +pub const ImGuiCol_TabUnfocused: c_int = 36; +pub const ImGuiCol_TabUnfocusedActive: c_int = 37; +pub const ImGuiCol_DockingPreview: c_int = 38; +pub const ImGuiCol_DockingEmptyBg: c_int = 39; +pub const ImGuiCol_PlotLines: c_int = 40; +pub const ImGuiCol_PlotLinesHovered: c_int = 41; +pub const ImGuiCol_PlotHistogram: c_int = 42; +pub const ImGuiCol_PlotHistogramHovered: c_int = 43; +pub const ImGuiCol_TableHeaderBg: c_int = 44; +pub const ImGuiCol_TableBorderStrong: c_int = 45; +pub const ImGuiCol_TableBorderLight: c_int = 46; +pub const ImGuiCol_TableRowBg: c_int = 47; +pub const ImGuiCol_TableRowBgAlt: c_int = 48; +pub const ImGuiCol_TextSelectedBg: c_int = 49; +pub const ImGuiCol_DragDropTarget: c_int = 50; +pub const ImGuiCol_NavHighlight: c_int = 51; +pub const ImGuiCol_NavWindowingHighlight: c_int = 52; +pub const ImGuiCol_NavWindowingDimBg: c_int = 53; +pub const ImGuiCol_ModalWindowDimBg: c_int = 54; +pub const ImGuiCol_COUNT: c_int = 55; +pub const ImGuiCol_ = c_uint; +pub const ImGuiStyleVar_Alpha: c_int = 0; +pub const ImGuiStyleVar_DisabledAlpha: c_int = 1; +pub const ImGuiStyleVar_WindowPadding: c_int = 2; +pub const ImGuiStyleVar_WindowRounding: c_int = 3; +pub const ImGuiStyleVar_WindowBorderSize: c_int = 4; +pub const ImGuiStyleVar_WindowMinSize: c_int = 5; +pub const ImGuiStyleVar_WindowTitleAlign: c_int = 6; +pub const ImGuiStyleVar_ChildRounding: c_int = 7; +pub const ImGuiStyleVar_ChildBorderSize: c_int = 8; +pub const ImGuiStyleVar_PopupRounding: c_int = 9; +pub const ImGuiStyleVar_PopupBorderSize: c_int = 10; +pub const ImGuiStyleVar_FramePadding: c_int = 11; +pub const ImGuiStyleVar_FrameRounding: c_int = 12; +pub const ImGuiStyleVar_FrameBorderSize: c_int = 13; +pub const ImGuiStyleVar_ItemSpacing: c_int = 14; +pub const ImGuiStyleVar_ItemInnerSpacing: c_int = 15; +pub const ImGuiStyleVar_IndentSpacing: c_int = 16; +pub const ImGuiStyleVar_CellPadding: c_int = 17; +pub const ImGuiStyleVar_ScrollbarSize: c_int = 18; +pub const ImGuiStyleVar_ScrollbarRounding: c_int = 19; +pub const ImGuiStyleVar_GrabMinSize: c_int = 20; +pub const ImGuiStyleVar_GrabRounding: c_int = 21; +pub const ImGuiStyleVar_TabRounding: c_int = 22; +pub const ImGuiStyleVar_ButtonTextAlign: c_int = 23; +pub const ImGuiStyleVar_SelectableTextAlign: c_int = 24; +pub const ImGuiStyleVar_COUNT: c_int = 25; +pub const ImGuiStyleVar_ = c_uint; +pub const ImGuiButtonFlags_None: c_int = 0; +pub const ImGuiButtonFlags_MouseButtonLeft: c_int = 1; +pub const ImGuiButtonFlags_MouseButtonRight: c_int = 2; +pub const ImGuiButtonFlags_MouseButtonMiddle: c_int = 4; +pub const ImGuiButtonFlags_MouseButtonMask_: c_int = 7; +pub const ImGuiButtonFlags_MouseButtonDefault_: c_int = 1; +pub const ImGuiButtonFlags_ = c_uint; +pub const ImGuiColorEditFlags_None: c_int = 0; +pub const ImGuiColorEditFlags_NoAlpha: c_int = 2; +pub const ImGuiColorEditFlags_NoPicker: c_int = 4; +pub const ImGuiColorEditFlags_NoOptions: c_int = 8; +pub const ImGuiColorEditFlags_NoSmallPreview: c_int = 16; +pub const ImGuiColorEditFlags_NoInputs: c_int = 32; +pub const ImGuiColorEditFlags_NoTooltip: c_int = 64; +pub const ImGuiColorEditFlags_NoLabel: c_int = 128; +pub const ImGuiColorEditFlags_NoSidePreview: c_int = 256; +pub const ImGuiColorEditFlags_NoDragDrop: c_int = 512; +pub const ImGuiColorEditFlags_NoBorder: c_int = 1024; +pub const ImGuiColorEditFlags_AlphaBar: c_int = 65536; +pub const ImGuiColorEditFlags_AlphaPreview: c_int = 131072; +pub const ImGuiColorEditFlags_AlphaPreviewHalf: c_int = 262144; +pub const ImGuiColorEditFlags_HDR: c_int = 524288; +pub const ImGuiColorEditFlags_DisplayRGB: c_int = 1048576; +pub const ImGuiColorEditFlags_DisplayHSV: c_int = 2097152; +pub const ImGuiColorEditFlags_DisplayHex: c_int = 4194304; +pub const ImGuiColorEditFlags_Uint8: c_int = 8388608; +pub const ImGuiColorEditFlags_Float: c_int = 16777216; +pub const ImGuiColorEditFlags_PickerHueBar: c_int = 33554432; +pub const ImGuiColorEditFlags_PickerHueWheel: c_int = 67108864; +pub const ImGuiColorEditFlags_InputRGB: c_int = 134217728; +pub const ImGuiColorEditFlags_InputHSV: c_int = 268435456; +pub const ImGuiColorEditFlags_DefaultOptions_: c_int = 177209344; +pub const ImGuiColorEditFlags_DisplayMask_: c_int = 7340032; +pub const ImGuiColorEditFlags_DataTypeMask_: c_int = 25165824; +pub const ImGuiColorEditFlags_PickerMask_: c_int = 100663296; +pub const ImGuiColorEditFlags_InputMask_: c_int = 402653184; +pub const ImGuiColorEditFlags_ = c_uint; +pub const ImGuiSliderFlags_None: c_int = 0; +pub const ImGuiSliderFlags_AlwaysClamp: c_int = 16; +pub const ImGuiSliderFlags_Logarithmic: c_int = 32; +pub const ImGuiSliderFlags_NoRoundToFormat: c_int = 64; +pub const ImGuiSliderFlags_NoInput: c_int = 128; +pub const ImGuiSliderFlags_InvalidMask_: c_int = 1879048207; +pub const ImGuiSliderFlags_ = c_uint; +pub const ImGuiMouseButton_Left: c_int = 0; +pub const ImGuiMouseButton_Right: c_int = 1; +pub const ImGuiMouseButton_Middle: c_int = 2; +pub const ImGuiMouseButton_COUNT: c_int = 5; +pub const ImGuiMouseButton_ = c_uint; +pub const ImGuiMouseCursor_None: c_int = -1; +pub const ImGuiMouseCursor_Arrow: c_int = 0; +pub const ImGuiMouseCursor_TextInput: c_int = 1; +pub const ImGuiMouseCursor_ResizeAll: c_int = 2; +pub const ImGuiMouseCursor_ResizeNS: c_int = 3; +pub const ImGuiMouseCursor_ResizeEW: c_int = 4; +pub const ImGuiMouseCursor_ResizeNESW: c_int = 5; +pub const ImGuiMouseCursor_ResizeNWSE: c_int = 6; +pub const ImGuiMouseCursor_Hand: c_int = 7; +pub const ImGuiMouseCursor_NotAllowed: c_int = 8; +pub const ImGuiMouseCursor_COUNT: c_int = 9; +pub const ImGuiMouseCursor_ = c_int; +pub const ImGuiCond_None: c_int = 0; +pub const ImGuiCond_Always: c_int = 1; +pub const ImGuiCond_Once: c_int = 2; +pub const ImGuiCond_FirstUseEver: c_int = 4; +pub const ImGuiCond_Appearing: c_int = 8; +pub const ImGuiCond_ = c_uint; +pub const ImDrawFlags_None: c_int = 0; +pub const ImDrawFlags_Closed: c_int = 1; +pub const ImDrawFlags_RoundCornersTopLeft: c_int = 16; +pub const ImDrawFlags_RoundCornersTopRight: c_int = 32; +pub const ImDrawFlags_RoundCornersBottomLeft: c_int = 64; +pub const ImDrawFlags_RoundCornersBottomRight: c_int = 128; +pub const ImDrawFlags_RoundCornersNone: c_int = 256; +pub const ImDrawFlags_RoundCornersTop: c_int = 48; +pub const ImDrawFlags_RoundCornersBottom: c_int = 192; +pub const ImDrawFlags_RoundCornersLeft: c_int = 80; +pub const ImDrawFlags_RoundCornersRight: c_int = 160; +pub const ImDrawFlags_RoundCornersAll: c_int = 240; +pub const ImDrawFlags_RoundCornersDefault_: c_int = 240; +pub const ImDrawFlags_RoundCornersMask_: c_int = 496; +pub const ImDrawFlags_ = c_uint; +pub const ImDrawListFlags_None: c_int = 0; +pub const ImDrawListFlags_AntiAliasedLines: c_int = 1; +pub const ImDrawListFlags_AntiAliasedLinesUseTex: c_int = 2; +pub const ImDrawListFlags_AntiAliasedFill: c_int = 4; +pub const ImDrawListFlags_AllowVtxOffset: c_int = 8; +pub const ImDrawListFlags_ = c_uint; +pub const ImFontAtlasFlags_None: c_int = 0; +pub const ImFontAtlasFlags_NoPowerOfTwoHeight: c_int = 1; +pub const ImFontAtlasFlags_NoMouseCursors: c_int = 2; +pub const ImFontAtlasFlags_NoBakedLines: c_int = 4; +pub const ImFontAtlasFlags_ = c_uint; +pub const ImGuiViewportFlags_None: c_int = 0; +pub const ImGuiViewportFlags_IsPlatformWindow: c_int = 1; +pub const ImGuiViewportFlags_IsPlatformMonitor: c_int = 2; +pub const ImGuiViewportFlags_OwnedByApp: c_int = 4; +pub const ImGuiViewportFlags_NoDecoration: c_int = 8; +pub const ImGuiViewportFlags_NoTaskBarIcon: c_int = 16; +pub const ImGuiViewportFlags_NoFocusOnAppearing: c_int = 32; +pub const ImGuiViewportFlags_NoFocusOnClick: c_int = 64; +pub const ImGuiViewportFlags_NoInputs: c_int = 128; +pub const ImGuiViewportFlags_NoRendererClear: c_int = 256; +pub const ImGuiViewportFlags_TopMost: c_int = 512; +pub const ImGuiViewportFlags_Minimized: c_int = 1024; +pub const ImGuiViewportFlags_NoAutoMerge: c_int = 2048; +pub const ImGuiViewportFlags_CanHostOtherWindows: c_int = 4096; +pub const ImGuiViewportFlags_ = c_uint; +pub const ImGuiDataAuthority = c_int; +pub const ImGuiNavHighlightFlags = c_int; +pub const ImGuiNavDirSourceFlags = c_int; +pub const ImGuiSeparatorFlags = c_int; +pub const ImGuiTextFlags = c_int; +pub const ImGuiTooltipFlags = c_int; +pub const ImGuiErrorLogCallback = ?*const fn (?*anyopaque, [*c]const u8, ...) callconv(.C) void; +pub extern var GImGui: [*c]ImGuiContext; +pub const struct_StbTexteditRow = extern struct { + x0: f32 = @import("std").mem.zeroes(f32), + x1: f32 = @import("std").mem.zeroes(f32), + baseline_y_delta: f32 = @import("std").mem.zeroes(f32), + ymin: f32 = @import("std").mem.zeroes(f32), + ymax: f32 = @import("std").mem.zeroes(f32), + num_chars: c_int = @import("std").mem.zeroes(c_int), +}; +pub const StbTexteditRow = struct_StbTexteditRow; +pub const ImGuiItemFlags_None: c_int = 0; +pub const ImGuiItemFlags_NoTabStop: c_int = 1; +pub const ImGuiItemFlags_ButtonRepeat: c_int = 2; +pub const ImGuiItemFlags_Disabled: c_int = 4; +pub const ImGuiItemFlags_NoNav: c_int = 8; +pub const ImGuiItemFlags_NoNavDefaultFocus: c_int = 16; +pub const ImGuiItemFlags_SelectableDontClosePopup: c_int = 32; +pub const ImGuiItemFlags_MixedValue: c_int = 64; +pub const ImGuiItemFlags_ReadOnly: c_int = 128; +pub const ImGuiItemFlags_Inputable: c_int = 256; +pub const ImGuiItemFlags_ = c_uint; +pub const ImGuiItemStatusFlags_None: c_int = 0; +pub const ImGuiItemStatusFlags_HoveredRect: c_int = 1; +pub const ImGuiItemStatusFlags_HasDisplayRect: c_int = 2; +pub const ImGuiItemStatusFlags_Edited: c_int = 4; +pub const ImGuiItemStatusFlags_ToggledSelection: c_int = 8; +pub const ImGuiItemStatusFlags_ToggledOpen: c_int = 16; +pub const ImGuiItemStatusFlags_HasDeactivated: c_int = 32; +pub const ImGuiItemStatusFlags_Deactivated: c_int = 64; +pub const ImGuiItemStatusFlags_HoveredWindow: c_int = 128; +pub const ImGuiItemStatusFlags_FocusedByTabbing: c_int = 256; +pub const ImGuiItemStatusFlags_ = c_uint; +pub const ImGuiInputTextFlags_Multiline: c_int = 67108864; +pub const ImGuiInputTextFlags_NoMarkEdited: c_int = 134217728; +pub const ImGuiInputTextFlags_MergedItem: c_int = 268435456; +pub const ImGuiInputTextFlagsPrivate_ = c_uint; +pub const ImGuiButtonFlags_PressedOnClick: c_int = 16; +pub const ImGuiButtonFlags_PressedOnClickRelease: c_int = 32; +pub const ImGuiButtonFlags_PressedOnClickReleaseAnywhere: c_int = 64; +pub const ImGuiButtonFlags_PressedOnRelease: c_int = 128; +pub const ImGuiButtonFlags_PressedOnDoubleClick: c_int = 256; +pub const ImGuiButtonFlags_PressedOnDragDropHold: c_int = 512; +pub const ImGuiButtonFlags_Repeat: c_int = 1024; +pub const ImGuiButtonFlags_FlattenChildren: c_int = 2048; +pub const ImGuiButtonFlags_AllowItemOverlap: c_int = 4096; +pub const ImGuiButtonFlags_DontClosePopups: c_int = 8192; +pub const ImGuiButtonFlags_AlignTextBaseLine: c_int = 32768; +pub const ImGuiButtonFlags_NoKeyModifiers: c_int = 65536; +pub const ImGuiButtonFlags_NoHoldingActiveId: c_int = 131072; +pub const ImGuiButtonFlags_NoNavFocus: c_int = 262144; +pub const ImGuiButtonFlags_NoHoveredOnFocus: c_int = 524288; +pub const ImGuiButtonFlags_PressedOnMask_: c_int = 1008; +pub const ImGuiButtonFlags_PressedOnDefault_: c_int = 32; +pub const ImGuiButtonFlagsPrivate_ = c_uint; +pub const ImGuiComboFlags_CustomPreview: c_int = 1048576; +pub const ImGuiComboFlagsPrivate_ = c_uint; +pub const ImGuiSliderFlags_Vertical: c_int = 1048576; +pub const ImGuiSliderFlags_ReadOnly: c_int = 2097152; +pub const ImGuiSliderFlagsPrivate_ = c_uint; +pub const ImGuiSelectableFlags_NoHoldingActiveID: c_int = 1048576; +pub const ImGuiSelectableFlags_SelectOnNav: c_int = 2097152; +pub const ImGuiSelectableFlags_SelectOnClick: c_int = 4194304; +pub const ImGuiSelectableFlags_SelectOnRelease: c_int = 8388608; +pub const ImGuiSelectableFlags_SpanAvailWidth: c_int = 16777216; +pub const ImGuiSelectableFlags_DrawHoveredWhenHeld: c_int = 33554432; +pub const ImGuiSelectableFlags_SetNavIdOnHover: c_int = 67108864; +pub const ImGuiSelectableFlags_NoPadWithHalfSpacing: c_int = 134217728; +pub const ImGuiSelectableFlagsPrivate_ = c_uint; +pub const ImGuiTreeNodeFlags_ClipLabelForTrailingButton: c_int = 1048576; +pub const ImGuiTreeNodeFlagsPrivate_ = c_uint; +pub const ImGuiSeparatorFlags_None: c_int = 0; +pub const ImGuiSeparatorFlags_Horizontal: c_int = 1; +pub const ImGuiSeparatorFlags_Vertical: c_int = 2; +pub const ImGuiSeparatorFlags_SpanAllColumns: c_int = 4; +pub const ImGuiSeparatorFlags_ = c_uint; +pub const ImGuiTextFlags_None: c_int = 0; +pub const ImGuiTextFlags_NoWidthForLargeClippedText: c_int = 1; +pub const ImGuiTextFlags_ = c_uint; +pub const ImGuiTooltipFlags_None: c_int = 0; +pub const ImGuiTooltipFlags_OverridePreviousTooltip: c_int = 1; +pub const ImGuiTooltipFlags_ = c_uint; +pub const ImGuiLayoutType_Horizontal: c_int = 0; +pub const ImGuiLayoutType_Vertical: c_int = 1; +pub const ImGuiLayoutType_ = c_uint; +pub const ImGuiLogType_None: c_int = 0; +pub const ImGuiLogType_TTY: c_int = 1; +pub const ImGuiLogType_File: c_int = 2; +pub const ImGuiLogType_Buffer: c_int = 3; +pub const ImGuiLogType_Clipboard: c_int = 4; +pub const ImGuiLogType = c_uint; +pub const ImGuiAxis_None: c_int = -1; +pub const ImGuiAxis_X: c_int = 0; +pub const ImGuiAxis_Y: c_int = 1; +pub const ImGuiAxis = c_int; +pub const ImGuiPlotType_Lines: c_int = 0; +pub const ImGuiPlotType_Histogram: c_int = 1; +pub const ImGuiPlotType = c_uint; +pub const ImGuiPopupPositionPolicy_Default: c_int = 0; +pub const ImGuiPopupPositionPolicy_ComboBox: c_int = 1; +pub const ImGuiPopupPositionPolicy_Tooltip: c_int = 2; +pub const ImGuiPopupPositionPolicy = c_uint; +pub const struct_ImGuiDataTypeTempStorage = extern struct { + Data: [8]ImU8 = @import("std").mem.zeroes([8]ImU8), +}; +pub const ImGuiDataTypeTempStorage = struct_ImGuiDataTypeTempStorage; +pub const ImGuiDataType_String: c_int = 11; +pub const ImGuiDataType_Pointer: c_int = 12; +pub const ImGuiDataType_ID: c_int = 13; +pub const ImGuiDataTypePrivate_ = c_uint; +pub const ImGuiNextWindowDataFlags_None: c_int = 0; +pub const ImGuiNextWindowDataFlags_HasPos: c_int = 1; +pub const ImGuiNextWindowDataFlags_HasSize: c_int = 2; +pub const ImGuiNextWindowDataFlags_HasContentSize: c_int = 4; +pub const ImGuiNextWindowDataFlags_HasCollapsed: c_int = 8; +pub const ImGuiNextWindowDataFlags_HasSizeConstraint: c_int = 16; +pub const ImGuiNextWindowDataFlags_HasFocus: c_int = 32; +pub const ImGuiNextWindowDataFlags_HasBgAlpha: c_int = 64; +pub const ImGuiNextWindowDataFlags_HasScroll: c_int = 128; +pub const ImGuiNextWindowDataFlags_HasViewport: c_int = 256; +pub const ImGuiNextWindowDataFlags_HasDock: c_int = 512; +pub const ImGuiNextWindowDataFlags_HasWindowClass: c_int = 1024; +pub const ImGuiNextWindowDataFlags_ = c_uint; +pub const ImGuiNextItemDataFlags_None: c_int = 0; +pub const ImGuiNextItemDataFlags_HasWidth: c_int = 1; +pub const ImGuiNextItemDataFlags_HasOpen: c_int = 2; +pub const ImGuiNextItemDataFlags_ = c_uint; +pub const ImGuiKey_LegacyNativeKey_BEGIN: c_int = 0; +pub const ImGuiKey_LegacyNativeKey_END: c_int = 512; +pub const ImGuiKey_Gamepad_BEGIN: c_int = 617; +pub const ImGuiKey_Gamepad_END: c_int = 641; +pub const ImGuiKeyPrivate_ = c_uint; +pub const ImGuiInputEventType_None: c_int = 0; +pub const ImGuiInputEventType_MousePos: c_int = 1; +pub const ImGuiInputEventType_MouseWheel: c_int = 2; +pub const ImGuiInputEventType_MouseButton: c_int = 3; +pub const ImGuiInputEventType_MouseViewport: c_int = 4; +pub const ImGuiInputEventType_Key: c_int = 5; +pub const ImGuiInputEventType_Text: c_int = 6; +pub const ImGuiInputEventType_Focus: c_int = 7; +pub const ImGuiInputEventType_COUNT: c_int = 8; +pub const ImGuiInputEventType = c_uint; +pub const ImGuiInputSource_None: c_int = 0; +pub const ImGuiInputSource_Mouse: c_int = 1; +pub const ImGuiInputSource_Keyboard: c_int = 2; +pub const ImGuiInputSource_Gamepad: c_int = 3; +pub const ImGuiInputSource_Clipboard: c_int = 4; +pub const ImGuiInputSource_Nav: c_int = 5; +pub const ImGuiInputSource_COUNT: c_int = 6; +pub const ImGuiInputSource = c_uint; +pub const ImGuiNavReadMode_Down: c_int = 0; +pub const ImGuiNavReadMode_Pressed: c_int = 1; +pub const ImGuiNavReadMode_Released: c_int = 2; +pub const ImGuiNavReadMode_Repeat: c_int = 3; +pub const ImGuiNavReadMode_RepeatSlow: c_int = 4; +pub const ImGuiNavReadMode_RepeatFast: c_int = 5; +pub const ImGuiNavReadMode = c_uint; +pub const ImGuiActivateFlags_None: c_int = 0; +pub const ImGuiActivateFlags_PreferInput: c_int = 1; +pub const ImGuiActivateFlags_PreferTweak: c_int = 2; +pub const ImGuiActivateFlags_TryToPreserveState: c_int = 4; +pub const ImGuiActivateFlags_ = c_uint; +pub const ImGuiScrollFlags_None: c_int = 0; +pub const ImGuiScrollFlags_KeepVisibleEdgeX: c_int = 1; +pub const ImGuiScrollFlags_KeepVisibleEdgeY: c_int = 2; +pub const ImGuiScrollFlags_KeepVisibleCenterX: c_int = 4; +pub const ImGuiScrollFlags_KeepVisibleCenterY: c_int = 8; +pub const ImGuiScrollFlags_AlwaysCenterX: c_int = 16; +pub const ImGuiScrollFlags_AlwaysCenterY: c_int = 32; +pub const ImGuiScrollFlags_NoScrollParent: c_int = 64; +pub const ImGuiScrollFlags_MaskX_: c_int = 21; +pub const ImGuiScrollFlags_MaskY_: c_int = 42; +pub const ImGuiScrollFlags_ = c_uint; +pub const ImGuiNavHighlightFlags_None: c_int = 0; +pub const ImGuiNavHighlightFlags_TypeDefault: c_int = 1; +pub const ImGuiNavHighlightFlags_TypeThin: c_int = 2; +pub const ImGuiNavHighlightFlags_AlwaysDraw: c_int = 4; +pub const ImGuiNavHighlightFlags_NoRounding: c_int = 8; +pub const ImGuiNavHighlightFlags_ = c_uint; +pub const ImGuiNavDirSourceFlags_None: c_int = 0; +pub const ImGuiNavDirSourceFlags_RawKeyboard: c_int = 1; +pub const ImGuiNavDirSourceFlags_Keyboard: c_int = 2; +pub const ImGuiNavDirSourceFlags_PadDPad: c_int = 4; +pub const ImGuiNavDirSourceFlags_PadLStick: c_int = 8; +pub const ImGuiNavDirSourceFlags_ = c_uint; +pub const ImGuiNavMoveFlags_None: c_int = 0; +pub const ImGuiNavMoveFlags_LoopX: c_int = 1; +pub const ImGuiNavMoveFlags_LoopY: c_int = 2; +pub const ImGuiNavMoveFlags_WrapX: c_int = 4; +pub const ImGuiNavMoveFlags_WrapY: c_int = 8; +pub const ImGuiNavMoveFlags_AllowCurrentNavId: c_int = 16; +pub const ImGuiNavMoveFlags_AlsoScoreVisibleSet: c_int = 32; +pub const ImGuiNavMoveFlags_ScrollToEdgeY: c_int = 64; +pub const ImGuiNavMoveFlags_Forwarded: c_int = 128; +pub const ImGuiNavMoveFlags_DebugNoResult: c_int = 256; +pub const ImGuiNavMoveFlags_FocusApi: c_int = 512; +pub const ImGuiNavMoveFlags_Tabbing: c_int = 1024; +pub const ImGuiNavMoveFlags_Activate: c_int = 2048; +pub const ImGuiNavMoveFlags_DontSetNavHighlight: c_int = 4096; +pub const ImGuiNavMoveFlags_ = c_uint; +pub const ImGuiNavLayer_Main: c_int = 0; +pub const ImGuiNavLayer_Menu: c_int = 1; +pub const ImGuiNavLayer_COUNT: c_int = 2; +pub const ImGuiNavLayer = c_uint; +pub const ImGuiOldColumnFlags_None: c_int = 0; +pub const ImGuiOldColumnFlags_NoBorder: c_int = 1; +pub const ImGuiOldColumnFlags_NoResize: c_int = 2; +pub const ImGuiOldColumnFlags_NoPreserveWidths: c_int = 4; +pub const ImGuiOldColumnFlags_NoForceWithinWindow: c_int = 8; +pub const ImGuiOldColumnFlags_GrowParentContentsSize: c_int = 16; +pub const ImGuiOldColumnFlags_ = c_uint; +pub const ImGuiDockNodeFlags_DockSpace: c_int = 1024; +pub const ImGuiDockNodeFlags_CentralNode: c_int = 2048; +pub const ImGuiDockNodeFlags_NoTabBar: c_int = 4096; +pub const ImGuiDockNodeFlags_HiddenTabBar: c_int = 8192; +pub const ImGuiDockNodeFlags_NoWindowMenuButton: c_int = 16384; +pub const ImGuiDockNodeFlags_NoCloseButton: c_int = 32768; +pub const ImGuiDockNodeFlags_NoDocking: c_int = 65536; +pub const ImGuiDockNodeFlags_NoDockingSplitMe: c_int = 131072; +pub const ImGuiDockNodeFlags_NoDockingSplitOther: c_int = 262144; +pub const ImGuiDockNodeFlags_NoDockingOverMe: c_int = 524288; +pub const ImGuiDockNodeFlags_NoDockingOverOther: c_int = 1048576; +pub const ImGuiDockNodeFlags_NoDockingOverEmpty: c_int = 2097152; +pub const ImGuiDockNodeFlags_NoResizeX: c_int = 4194304; +pub const ImGuiDockNodeFlags_NoResizeY: c_int = 8388608; +pub const ImGuiDockNodeFlags_SharedFlagsInheritMask_: c_int = -1; +pub const ImGuiDockNodeFlags_NoResizeFlagsMask_: c_int = 12582944; +pub const ImGuiDockNodeFlags_LocalFlagsMask_: c_int = 12713072; +pub const ImGuiDockNodeFlags_LocalFlagsTransferMask_: c_int = 12712048; +pub const ImGuiDockNodeFlags_SavedFlagsMask_: c_int = 12712992; +pub const ImGuiDockNodeFlagsPrivate_ = c_int; +pub const ImGuiDataAuthority_Auto: c_int = 0; +pub const ImGuiDataAuthority_DockNode: c_int = 1; +pub const ImGuiDataAuthority_Window: c_int = 2; +pub const ImGuiDataAuthority_ = c_uint; +pub const ImGuiDockNodeState_Unknown: c_int = 0; +pub const ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow: c_int = 1; +pub const ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing: c_int = 2; +pub const ImGuiDockNodeState_HostWindowVisible: c_int = 3; +pub const ImGuiDockNodeState = c_uint; +pub const ImGuiWindowDockStyleCol_Text: c_int = 0; +pub const ImGuiWindowDockStyleCol_Tab: c_int = 1; +pub const ImGuiWindowDockStyleCol_TabHovered: c_int = 2; +pub const ImGuiWindowDockStyleCol_TabActive: c_int = 3; +pub const ImGuiWindowDockStyleCol_TabUnfocused: c_int = 4; +pub const ImGuiWindowDockStyleCol_TabUnfocusedActive: c_int = 5; +pub const ImGuiWindowDockStyleCol_COUNT: c_int = 6; +pub const ImGuiWindowDockStyleCol = c_uint; +pub const struct_ImGuiWindowDockStyle = extern struct { + Colors: [6]ImU32 = @import("std").mem.zeroes([6]ImU32), +}; +pub const ImGuiWindowDockStyle = struct_ImGuiWindowDockStyle; +pub const ImGuiDebugLogFlags_None: c_int = 0; +pub const ImGuiDebugLogFlags_EventActiveId: c_int = 1; +pub const ImGuiDebugLogFlags_EventFocus: c_int = 2; +pub const ImGuiDebugLogFlags_EventPopup: c_int = 4; +pub const ImGuiDebugLogFlags_EventNav: c_int = 8; +pub const ImGuiDebugLogFlags_EventIO: c_int = 16; +pub const ImGuiDebugLogFlags_EventDocking: c_int = 32; +pub const ImGuiDebugLogFlags_EventViewport: c_int = 64; +pub const ImGuiDebugLogFlags_EventMask_: c_int = 127; +pub const ImGuiDebugLogFlags_OutputToTTY: c_int = 1024; +pub const ImGuiDebugLogFlags_ = c_uint; +pub const ImGuiContextHookType_NewFramePre: c_int = 0; +pub const ImGuiContextHookType_NewFramePost: c_int = 1; +pub const ImGuiContextHookType_EndFramePre: c_int = 2; +pub const ImGuiContextHookType_EndFramePost: c_int = 3; +pub const ImGuiContextHookType_RenderPre: c_int = 4; +pub const ImGuiContextHookType_RenderPost: c_int = 5; +pub const ImGuiContextHookType_Shutdown: c_int = 6; +pub const ImGuiContextHookType_PendingRemoval_: c_int = 7; +pub const ImGuiContextHookType = c_uint; +pub const struct_ImVector_ImGuiOldColumns = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiOldColumns = @import("std").mem.zeroes([*c]ImGuiOldColumns), +}; +pub const ImVector_ImGuiOldColumns = struct_ImVector_ImGuiOldColumns; +pub const ImGuiTabBarFlags_DockNode: c_int = 1048576; +pub const ImGuiTabBarFlags_IsFocused: c_int = 2097152; +pub const ImGuiTabBarFlags_SaveSettings: c_int = 4194304; +pub const ImGuiTabBarFlagsPrivate_ = c_uint; +pub const ImGuiTabItemFlags_SectionMask_: c_int = 192; +pub const ImGuiTabItemFlags_NoCloseButton: c_int = 1048576; +pub const ImGuiTabItemFlags_Button: c_int = 2097152; +pub const ImGuiTabItemFlags_Unsorted: c_int = 4194304; +pub const ImGuiTabItemFlags_Preview: c_int = 8388608; +pub const ImGuiTabItemFlagsPrivate_ = c_uint; +pub const struct_ImVector_ImGuiTableInstanceData = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: [*c]ImGuiTableInstanceData = @import("std").mem.zeroes([*c]ImGuiTableInstanceData), +}; +pub const ImVector_ImGuiTableInstanceData = struct_ImVector_ImGuiTableInstanceData; +pub const struct_ImVector_ImGuiTableColumnSortSpecs = extern struct { + Size: c_int = @import("std").mem.zeroes(c_int), + Capacity: c_int = @import("std").mem.zeroes(c_int), + Data: ?*ImGuiTableColumnSortSpecs = @import("std").mem.zeroes(?*ImGuiTableColumnSortSpecs), +}; +pub const ImVector_ImGuiTableColumnSortSpecs = struct_ImVector_ImGuiTableColumnSortSpecs; +// cimgui2.h:2841:10: warning: struct demoted to opaque type - has bitfield +pub const struct_ImGuiTableColumnSettings = opaque {}; +pub const ImGuiTableColumnSettings = struct_ImGuiTableColumnSettings; +pub extern fn ImVec2_ImVec2_Nil() [*c]ImVec2; +pub extern fn ImVec2_destroy(self: [*c]ImVec2) void; +pub extern fn ImVec2_ImVec2_Float(_x: f32, _y: f32) [*c]ImVec2; +pub extern fn ImVec4_ImVec4_Nil() [*c]ImVec4; +pub extern fn ImVec4_destroy(self: [*c]ImVec4) void; +pub extern fn ImVec4_ImVec4_Float(_x: f32, _y: f32, _z: f32, _w: f32) [*c]ImVec4; +pub extern fn igCreateContext(shared_font_atlas: [*c]ImFontAtlas) [*c]ImGuiContext; +pub extern fn igDestroyContext(ctx: [*c]ImGuiContext) void; +pub extern fn igGetCurrentContext() [*c]ImGuiContext; +pub extern fn igSetCurrentContext(ctx: [*c]ImGuiContext) void; +pub extern fn igGetIO() [*c]ImGuiIO; +pub extern fn igGetStyle() [*c]ImGuiStyle; +pub extern fn igNewFrame() void; +pub extern fn igEndFrame() void; +pub extern fn igRender() void; +pub extern fn igGetDrawData() [*c]ImDrawData; +pub extern fn igShowDemoWindow(p_open: [*c]bool) void; +pub extern fn igShowMetricsWindow(p_open: [*c]bool) void; +pub extern fn igShowDebugLogWindow(p_open: [*c]bool) void; +pub extern fn igShowStackToolWindow(p_open: [*c]bool) void; +pub extern fn igShowAboutWindow(p_open: [*c]bool) void; +pub extern fn igShowStyleEditor(ref: [*c]ImGuiStyle) void; +pub extern fn igShowStyleSelector(label: [*c]const u8) bool; +pub extern fn igShowFontSelector(label: [*c]const u8) void; +pub extern fn igShowUserGuide() void; +pub extern fn igGetVersion() [*c]const u8; +pub extern fn igStyleColorsDark(dst: [*c]ImGuiStyle) void; +pub extern fn igStyleColorsLight(dst: [*c]ImGuiStyle) void; +pub extern fn igStyleColorsClassic(dst: [*c]ImGuiStyle) void; +pub extern fn igBegin(name: [*c]const u8, p_open: [*c]bool, flags: ImGuiWindowFlags) bool; +pub extern fn igEnd() void; +pub extern fn igBeginChild_Str(str_id: [*c]const u8, size: ImVec2, border: bool, flags: ImGuiWindowFlags) bool; +pub extern fn igBeginChild_ID(id: ImGuiID, size: ImVec2, border: bool, flags: ImGuiWindowFlags) bool; +pub extern fn igEndChild() void; +pub extern fn igIsWindowAppearing() bool; +pub extern fn igIsWindowCollapsed() bool; +pub extern fn igIsWindowFocused(flags: ImGuiFocusedFlags) bool; +pub extern fn igIsWindowHovered(flags: ImGuiHoveredFlags) bool; +pub extern fn igGetWindowDrawList() [*c]ImDrawList; +pub extern fn igGetWindowDpiScale() f32; +pub extern fn igGetWindowPos(pOut: [*c]ImVec2) void; +pub extern fn igGetWindowSize(pOut: [*c]ImVec2) void; +pub extern fn igGetWindowWidth() f32; +pub extern fn igGetWindowHeight() f32; +pub extern fn igGetWindowViewport() [*c]ImGuiViewport; +pub extern fn igSetNextWindowPos(pos: ImVec2, cond: ImGuiCond, pivot: ImVec2) void; +pub extern fn igSetNextWindowSize(size: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetNextWindowSizeConstraints(size_min: ImVec2, size_max: ImVec2, custom_callback: ImGuiSizeCallback, custom_callback_data: ?*anyopaque) void; +pub extern fn igSetNextWindowContentSize(size: ImVec2) void; +pub extern fn igSetNextWindowCollapsed(collapsed: bool, cond: ImGuiCond) void; +pub extern fn igSetNextWindowFocus() void; +pub extern fn igSetNextWindowBgAlpha(alpha: f32) void; +pub extern fn igSetNextWindowViewport(viewport_id: ImGuiID) void; +pub extern fn igSetWindowPos_Vec2(pos: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetWindowSize_Vec2(size: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetWindowCollapsed_Bool(collapsed: bool, cond: ImGuiCond) void; +pub extern fn igSetWindowFocus_Nil() void; +pub extern fn igSetWindowFontScale(scale: f32) void; +pub extern fn igSetWindowPos_Str(name: [*c]const u8, pos: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetWindowSize_Str(name: [*c]const u8, size: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetWindowCollapsed_Str(name: [*c]const u8, collapsed: bool, cond: ImGuiCond) void; +pub extern fn igSetWindowFocus_Str(name: [*c]const u8) void; +pub extern fn igGetContentRegionAvail(pOut: [*c]ImVec2) void; +pub extern fn igGetContentRegionMax(pOut: [*c]ImVec2) void; +pub extern fn igGetWindowContentRegionMin(pOut: [*c]ImVec2) void; +pub extern fn igGetWindowContentRegionMax(pOut: [*c]ImVec2) void; +pub extern fn igGetScrollX() f32; +pub extern fn igGetScrollY() f32; +pub extern fn igSetScrollX_Float(scroll_x: f32) void; +pub extern fn igSetScrollY_Float(scroll_y: f32) void; +pub extern fn igGetScrollMaxX() f32; +pub extern fn igGetScrollMaxY() f32; +pub extern fn igSetScrollHereX(center_x_ratio: f32) void; +pub extern fn igSetScrollHereY(center_y_ratio: f32) void; +pub extern fn igSetScrollFromPosX_Float(local_x: f32, center_x_ratio: f32) void; +pub extern fn igSetScrollFromPosY_Float(local_y: f32, center_y_ratio: f32) void; +pub extern fn igPushFont(font: [*c]ImFont) void; +pub extern fn igPopFont() void; +pub extern fn igPushStyleColor_U32(idx: ImGuiCol, col: ImU32) void; +pub extern fn igPushStyleColor_Vec4(idx: ImGuiCol, col: ImVec4) void; +pub extern fn igPopStyleColor(count: c_int) void; +pub extern fn igPushStyleVar_Float(idx: ImGuiStyleVar, val: f32) void; +pub extern fn igPushStyleVar_Vec2(idx: ImGuiStyleVar, val: ImVec2) void; +pub extern fn igPopStyleVar(count: c_int) void; +pub extern fn igPushAllowKeyboardFocus(allow_keyboard_focus: bool) void; +pub extern fn igPopAllowKeyboardFocus() void; +pub extern fn igPushButtonRepeat(repeat: bool) void; +pub extern fn igPopButtonRepeat() void; +pub extern fn igPushItemWidth(item_width: f32) void; +pub extern fn igPopItemWidth() void; +pub extern fn igSetNextItemWidth(item_width: f32) void; +pub extern fn igCalcItemWidth() f32; +pub extern fn igPushTextWrapPos(wrap_local_pos_x: f32) void; +pub extern fn igPopTextWrapPos() void; +pub extern fn igGetFont() [*c]ImFont; +pub extern fn igGetFontSize() f32; +pub extern fn igGetFontTexUvWhitePixel(pOut: [*c]ImVec2) void; +pub extern fn igGetColorU32_Col(idx: ImGuiCol, alpha_mul: f32) ImU32; +pub extern fn igGetColorU32_Vec4(col: ImVec4) ImU32; +pub extern fn igGetColorU32_U32(col: ImU32) ImU32; +pub extern fn igGetStyleColorVec4(idx: ImGuiCol) [*c]const ImVec4; +pub extern fn igSeparator() void; +pub extern fn igSameLine(offset_from_start_x: f32, spacing: f32) void; +pub extern fn igNewLine() void; +pub extern fn igSpacing() void; +pub extern fn igDummy(size: ImVec2) void; +pub extern fn igIndent(indent_w: f32) void; +pub extern fn igUnindent(indent_w: f32) void; +pub extern fn igBeginGroup() void; +pub extern fn igEndGroup() void; +pub extern fn igGetCursorPos(pOut: [*c]ImVec2) void; +pub extern fn igGetCursorPosX() f32; +pub extern fn igGetCursorPosY() f32; +pub extern fn igSetCursorPos(local_pos: ImVec2) void; +pub extern fn igSetCursorPosX(local_x: f32) void; +pub extern fn igSetCursorPosY(local_y: f32) void; +pub extern fn igGetCursorStartPos(pOut: [*c]ImVec2) void; +pub extern fn igGetCursorScreenPos(pOut: [*c]ImVec2) void; +pub extern fn igSetCursorScreenPos(pos: ImVec2) void; +pub extern fn igAlignTextToFramePadding() void; +pub extern fn igGetTextLineHeight() f32; +pub extern fn igGetTextLineHeightWithSpacing() f32; +pub extern fn igGetFrameHeight() f32; +pub extern fn igGetFrameHeightWithSpacing() f32; +pub extern fn igPushID_Str(str_id: [*c]const u8) void; +pub extern fn igPushID_StrStr(str_id_begin: [*c]const u8, str_id_end: [*c]const u8) void; +pub extern fn igPushID_Ptr(ptr_id: ?*const anyopaque) void; +pub extern fn igPushID_Int(int_id: c_int) void; +pub extern fn igPopID() void; +pub extern fn igGetID_Str(str_id: [*c]const u8) ImGuiID; +pub extern fn igGetID_StrStr(str_id_begin: [*c]const u8, str_id_end: [*c]const u8) ImGuiID; +pub extern fn igGetID_Ptr(ptr_id: ?*const anyopaque) ImGuiID; +pub extern fn igTextUnformatted(text: [*c]const u8, text_end: [*c]const u8) void; +pub extern fn igText(fmt: [*c]const u8, ...) void; +pub extern fn igTextV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igTextColored(col: ImVec4, fmt: [*c]const u8, ...) void; +pub extern fn igTextColoredV(col: ImVec4, fmt: [*c]const u8, args: va_list) void; +pub extern fn igTextDisabled(fmt: [*c]const u8, ...) void; +pub extern fn igTextDisabledV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igTextWrapped(fmt: [*c]const u8, ...) void; +pub extern fn igTextWrappedV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igLabelText(label: [*c]const u8, fmt: [*c]const u8, ...) void; +pub extern fn igLabelTextV(label: [*c]const u8, fmt: [*c]const u8, args: va_list) void; +pub extern fn igBulletText(fmt: [*c]const u8, ...) void; +pub extern fn igBulletTextV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igButton(label: [*c]const u8, size: ImVec2) bool; +pub extern fn igSmallButton(label: [*c]const u8) bool; +pub extern fn igInvisibleButton(str_id: [*c]const u8, size: ImVec2, flags: ImGuiButtonFlags) bool; +pub extern fn igArrowButton(str_id: [*c]const u8, dir: ImGuiDir) bool; +pub extern fn igImage(user_texture_id: ImTextureID, size: ImVec2, uv0: ImVec2, uv1: ImVec2, tint_col: ImVec4, border_col: ImVec4) void; +pub extern fn igImageButton(user_texture_id: ImTextureID, size: ImVec2, uv0: ImVec2, uv1: ImVec2, frame_padding: c_int, bg_col: ImVec4, tint_col: ImVec4) bool; +pub extern fn igCheckbox(label: [*c]const u8, v: [*c]bool) bool; +pub extern fn igCheckboxFlags_IntPtr(label: [*c]const u8, flags: [*c]c_int, flags_value: c_int) bool; +pub extern fn igCheckboxFlags_UintPtr(label: [*c]const u8, flags: [*c]c_uint, flags_value: c_uint) bool; +pub extern fn igRadioButton_Bool(label: [*c]const u8, active: bool) bool; +pub extern fn igRadioButton_IntPtr(label: [*c]const u8, v: [*c]c_int, v_button: c_int) bool; +pub extern fn igProgressBar(fraction: f32, size_arg: ImVec2, overlay: [*c]const u8) void; +pub extern fn igBullet() void; +pub extern fn igBeginCombo(label: [*c]const u8, preview_value: [*c]const u8, flags: ImGuiComboFlags) bool; +pub extern fn igEndCombo() void; +pub extern fn igCombo_Str_arr(label: [*c]const u8, current_item: [*c]c_int, items: [*c]const [*c]const u8, items_count: c_int, popup_max_height_in_items: c_int) bool; +pub extern fn igCombo_Str(label: [*c]const u8, current_item: [*c]c_int, items_separated_by_zeros: [*c]const u8, popup_max_height_in_items: c_int) bool; +pub extern fn igCombo_FnBoolPtr(label: [*c]const u8, current_item: [*c]c_int, items_getter: ?*const fn (?*anyopaque, c_int, [*c][*c]const u8) callconv(.C) bool, data: ?*anyopaque, items_count: c_int, popup_max_height_in_items: c_int) bool; +pub extern fn igDragFloat(label: [*c]const u8, v: [*c]f32, v_speed: f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragFloat2(label: [*c]const u8, v: [*c]f32, v_speed: f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragFloat3(label: [*c]const u8, v: [*c]f32, v_speed: f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragFloat4(label: [*c]const u8, v: [*c]f32, v_speed: f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragFloatRange2(label: [*c]const u8, v_current_min: [*c]f32, v_current_max: [*c]f32, v_speed: f32, v_min: f32, v_max: f32, format: [*c]const u8, format_max: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragInt(label: [*c]const u8, v: [*c]c_int, v_speed: f32, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragInt2(label: [*c]const u8, v: [*c]c_int, v_speed: f32, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragInt3(label: [*c]const u8, v: [*c]c_int, v_speed: f32, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragInt4(label: [*c]const u8, v: [*c]c_int, v_speed: f32, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragIntRange2(label: [*c]const u8, v_current_min: [*c]c_int, v_current_max: [*c]c_int, v_speed: f32, v_min: c_int, v_max: c_int, format: [*c]const u8, format_max: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragScalar(label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, v_speed: f32, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igDragScalarN(label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, components: c_int, v_speed: f32, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderFloat(label: [*c]const u8, v: [*c]f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderFloat2(label: [*c]const u8, v: [*c]f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderFloat3(label: [*c]const u8, v: [*c]f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderFloat4(label: [*c]const u8, v: [*c]f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderAngle(label: [*c]const u8, v_rad: [*c]f32, v_degrees_min: f32, v_degrees_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderInt(label: [*c]const u8, v: [*c]c_int, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderInt2(label: [*c]const u8, v: [*c]c_int, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderInt3(label: [*c]const u8, v: [*c]c_int, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderInt4(label: [*c]const u8, v: [*c]c_int, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderScalar(label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderScalarN(label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, components: c_int, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igVSliderFloat(label: [*c]const u8, size: ImVec2, v: [*c]f32, v_min: f32, v_max: f32, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igVSliderInt(label: [*c]const u8, size: ImVec2, v: [*c]c_int, v_min: c_int, v_max: c_int, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igVSliderScalar(label: [*c]const u8, size: ImVec2, data_type: ImGuiDataType, p_data: ?*anyopaque, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igInputText(label: [*c]const u8, buf: [*c]u8, buf_size: usize, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback, user_data: ?*anyopaque) bool; +pub extern fn igInputTextMultiline(label: [*c]const u8, buf: [*c]u8, buf_size: usize, size: ImVec2, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback, user_data: ?*anyopaque) bool; +pub extern fn igInputTextWithHint(label: [*c]const u8, hint: [*c]const u8, buf: [*c]u8, buf_size: usize, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback, user_data: ?*anyopaque) bool; +pub extern fn igInputFloat(label: [*c]const u8, v: [*c]f32, step: f32, step_fast: f32, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputFloat2(label: [*c]const u8, v: [*c]f32, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputFloat3(label: [*c]const u8, v: [*c]f32, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputFloat4(label: [*c]const u8, v: [*c]f32, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputInt(label: [*c]const u8, v: [*c]c_int, step: c_int, step_fast: c_int, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputInt2(label: [*c]const u8, v: [*c]c_int, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputInt3(label: [*c]const u8, v: [*c]c_int, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputInt4(label: [*c]const u8, v: [*c]c_int, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputDouble(label: [*c]const u8, v: [*c]f64, step: f64, step_fast: f64, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputScalar(label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, p_step: ?*const anyopaque, p_step_fast: ?*const anyopaque, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igInputScalarN(label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, components: c_int, p_step: ?*const anyopaque, p_step_fast: ?*const anyopaque, format: [*c]const u8, flags: ImGuiInputTextFlags) bool; +pub extern fn igColorEdit3(label: [*c]const u8, col: [*c]f32, flags: ImGuiColorEditFlags) bool; +pub extern fn igColorEdit4(label: [*c]const u8, col: [*c]f32, flags: ImGuiColorEditFlags) bool; +pub extern fn igColorPicker3(label: [*c]const u8, col: [*c]f32, flags: ImGuiColorEditFlags) bool; +pub extern fn igColorPicker4(label: [*c]const u8, col: [*c]f32, flags: ImGuiColorEditFlags, ref_col: [*c]const f32) bool; +pub extern fn igColorButton(desc_id: [*c]const u8, col: ImVec4, flags: ImGuiColorEditFlags, size: ImVec2) bool; +pub extern fn igSetColorEditOptions(flags: ImGuiColorEditFlags) void; +pub extern fn igTreeNode_Str(label: [*c]const u8) bool; +pub extern fn igTreeNode_StrStr(str_id: [*c]const u8, fmt: [*c]const u8, ...) bool; +pub extern fn igTreeNode_Ptr(ptr_id: ?*const anyopaque, fmt: [*c]const u8, ...) bool; +pub extern fn igTreeNodeV_Str(str_id: [*c]const u8, fmt: [*c]const u8, args: va_list) bool; +pub extern fn igTreeNodeV_Ptr(ptr_id: ?*const anyopaque, fmt: [*c]const u8, args: va_list) bool; +pub extern fn igTreeNodeEx_Str(label: [*c]const u8, flags: ImGuiTreeNodeFlags) bool; +pub extern fn igTreeNodeEx_StrStr(str_id: [*c]const u8, flags: ImGuiTreeNodeFlags, fmt: [*c]const u8, ...) bool; +pub extern fn igTreeNodeEx_Ptr(ptr_id: ?*const anyopaque, flags: ImGuiTreeNodeFlags, fmt: [*c]const u8, ...) bool; +pub extern fn igTreeNodeExV_Str(str_id: [*c]const u8, flags: ImGuiTreeNodeFlags, fmt: [*c]const u8, args: va_list) bool; +pub extern fn igTreeNodeExV_Ptr(ptr_id: ?*const anyopaque, flags: ImGuiTreeNodeFlags, fmt: [*c]const u8, args: va_list) bool; +pub extern fn igTreePush_Str(str_id: [*c]const u8) void; +pub extern fn igTreePush_Ptr(ptr_id: ?*const anyopaque) void; +pub extern fn igTreePop() void; +pub extern fn igGetTreeNodeToLabelSpacing() f32; +pub extern fn igCollapsingHeader_TreeNodeFlags(label: [*c]const u8, flags: ImGuiTreeNodeFlags) bool; +pub extern fn igCollapsingHeader_BoolPtr(label: [*c]const u8, p_visible: [*c]bool, flags: ImGuiTreeNodeFlags) bool; +pub extern fn igSetNextItemOpen(is_open: bool, cond: ImGuiCond) void; +pub extern fn igSelectable_Bool(label: [*c]const u8, selected: bool, flags: ImGuiSelectableFlags, size: ImVec2) bool; +pub extern fn igSelectable_BoolPtr(label: [*c]const u8, p_selected: [*c]bool, flags: ImGuiSelectableFlags, size: ImVec2) bool; +pub extern fn igBeginListBox(label: [*c]const u8, size: ImVec2) bool; +pub extern fn igEndListBox() void; +pub extern fn igListBox_Str_arr(label: [*c]const u8, current_item: [*c]c_int, items: [*c]const [*c]const u8, items_count: c_int, height_in_items: c_int) bool; +pub extern fn igListBox_FnBoolPtr(label: [*c]const u8, current_item: [*c]c_int, items_getter: ?*const fn (?*anyopaque, c_int, [*c][*c]const u8) callconv(.C) bool, data: ?*anyopaque, items_count: c_int, height_in_items: c_int) bool; +pub extern fn igPlotLines_FloatPtr(label: [*c]const u8, values: [*c]const f32, values_count: c_int, values_offset: c_int, overlay_text: [*c]const u8, scale_min: f32, scale_max: f32, graph_size: ImVec2, stride: c_int) void; +pub extern fn igPlotLines_FnFloatPtr(label: [*c]const u8, values_getter: ?*const fn (?*anyopaque, c_int) callconv(.C) f32, data: ?*anyopaque, values_count: c_int, values_offset: c_int, overlay_text: [*c]const u8, scale_min: f32, scale_max: f32, graph_size: ImVec2) void; +pub extern fn igPlotHistogram_FloatPtr(label: [*c]const u8, values: [*c]const f32, values_count: c_int, values_offset: c_int, overlay_text: [*c]const u8, scale_min: f32, scale_max: f32, graph_size: ImVec2, stride: c_int) void; +pub extern fn igPlotHistogram_FnFloatPtr(label: [*c]const u8, values_getter: ?*const fn (?*anyopaque, c_int) callconv(.C) f32, data: ?*anyopaque, values_count: c_int, values_offset: c_int, overlay_text: [*c]const u8, scale_min: f32, scale_max: f32, graph_size: ImVec2) void; +pub extern fn igValue_Bool(prefix: [*c]const u8, b: bool) void; +pub extern fn igValue_Int(prefix: [*c]const u8, v: c_int) void; +pub extern fn igValue_Uint(prefix: [*c]const u8, v: c_uint) void; +pub extern fn igValue_Float(prefix: [*c]const u8, v: f32, float_format: [*c]const u8) void; +pub extern fn igBeginMenuBar() bool; +pub extern fn igEndMenuBar() void; +pub extern fn igBeginMainMenuBar() bool; +pub extern fn igEndMainMenuBar() void; +pub extern fn igBeginMenu(label: [*c]const u8, enabled: bool) bool; +pub extern fn igEndMenu() void; +pub extern fn igMenuItem_Bool(label: [*c]const u8, shortcut: [*c]const u8, selected: bool, enabled: bool) bool; +pub extern fn igMenuItem_BoolPtr(label: [*c]const u8, shortcut: [*c]const u8, p_selected: [*c]bool, enabled: bool) bool; +pub extern fn igBeginTooltip() void; +pub extern fn igEndTooltip() void; +pub extern fn igSetTooltip(fmt: [*c]const u8, ...) void; +pub extern fn igSetTooltipV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igBeginPopup(str_id: [*c]const u8, flags: ImGuiWindowFlags) bool; +pub extern fn igBeginPopupModal(name: [*c]const u8, p_open: [*c]bool, flags: ImGuiWindowFlags) bool; +pub extern fn igEndPopup() void; +pub extern fn igOpenPopup_Str(str_id: [*c]const u8, popup_flags: ImGuiPopupFlags) void; +pub extern fn igOpenPopup_ID(id: ImGuiID, popup_flags: ImGuiPopupFlags) void; +pub extern fn igOpenPopupOnItemClick(str_id: [*c]const u8, popup_flags: ImGuiPopupFlags) void; +pub extern fn igCloseCurrentPopup() void; +pub extern fn igBeginPopupContextItem(str_id: [*c]const u8, popup_flags: ImGuiPopupFlags) bool; +pub extern fn igBeginPopupContextWindow(str_id: [*c]const u8, popup_flags: ImGuiPopupFlags) bool; +pub extern fn igBeginPopupContextVoid(str_id: [*c]const u8, popup_flags: ImGuiPopupFlags) bool; +pub extern fn igIsPopupOpen_Str(str_id: [*c]const u8, flags: ImGuiPopupFlags) bool; +pub extern fn igBeginTable(str_id: [*c]const u8, column: c_int, flags: ImGuiTableFlags, outer_size: ImVec2, inner_width: f32) bool; +pub extern fn igEndTable() void; +pub extern fn igTableNextRow(row_flags: ImGuiTableRowFlags, min_row_height: f32) void; +pub extern fn igTableNextColumn() bool; +pub extern fn igTableSetColumnIndex(column_n: c_int) bool; +pub extern fn igTableSetupColumn(label: [*c]const u8, flags: ImGuiTableColumnFlags, init_width_or_weight: f32, user_id: ImGuiID) void; +pub extern fn igTableSetupScrollFreeze(cols: c_int, rows: c_int) void; +pub extern fn igTableHeadersRow() void; +pub extern fn igTableHeader(label: [*c]const u8) void; +pub extern fn igTableGetSortSpecs() [*c]ImGuiTableSortSpecs; +pub extern fn igTableGetColumnCount() c_int; +pub extern fn igTableGetColumnIndex() c_int; +pub extern fn igTableGetRowIndex() c_int; +pub extern fn igTableGetColumnName_Int(column_n: c_int) [*c]const u8; +pub extern fn igTableGetColumnFlags(column_n: c_int) ImGuiTableColumnFlags; +pub extern fn igTableSetColumnEnabled(column_n: c_int, v: bool) void; +pub extern fn igTableSetBgColor(target: ImGuiTableBgTarget, color: ImU32, column_n: c_int) void; +pub extern fn igColumns(count: c_int, id: [*c]const u8, border: bool) void; +pub extern fn igNextColumn() void; +pub extern fn igGetColumnIndex() c_int; +pub extern fn igGetColumnWidth(column_index: c_int) f32; +pub extern fn igSetColumnWidth(column_index: c_int, width: f32) void; +pub extern fn igGetColumnOffset(column_index: c_int) f32; +pub extern fn igSetColumnOffset(column_index: c_int, offset_x: f32) void; +pub extern fn igGetColumnsCount() c_int; +pub extern fn igBeginTabBar(str_id: [*c]const u8, flags: ImGuiTabBarFlags) bool; +pub extern fn igEndTabBar() void; +pub extern fn igBeginTabItem(label: [*c]const u8, p_open: [*c]bool, flags: ImGuiTabItemFlags) bool; +pub extern fn igEndTabItem() void; +pub extern fn igTabItemButton(label: [*c]const u8, flags: ImGuiTabItemFlags) bool; +pub extern fn igSetTabItemClosed(tab_or_docked_window_label: [*c]const u8) void; +pub extern fn igDockSpace(id: ImGuiID, size: ImVec2, flags: ImGuiDockNodeFlags, window_class: [*c]const ImGuiWindowClass) ImGuiID; +pub extern fn igDockSpaceOverViewport(viewport: [*c]const ImGuiViewport, flags: ImGuiDockNodeFlags, window_class: [*c]const ImGuiWindowClass) ImGuiID; +pub extern fn igSetNextWindowDockID(dock_id: ImGuiID, cond: ImGuiCond) void; +pub extern fn igSetNextWindowClass(window_class: [*c]const ImGuiWindowClass) void; +pub extern fn igGetWindowDockID() ImGuiID; +pub extern fn igIsWindowDocked() bool; +pub extern fn igLogToTTY(auto_open_depth: c_int) void; +pub extern fn igLogToFile(auto_open_depth: c_int, filename: [*c]const u8) void; +pub extern fn igLogToClipboard(auto_open_depth: c_int) void; +pub extern fn igLogFinish() void; +pub extern fn igLogButtons() void; +pub extern fn igLogTextV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igBeginDragDropSource(flags: ImGuiDragDropFlags) bool; +pub extern fn igSetDragDropPayload(@"type": [*c]const u8, data: ?*const anyopaque, sz: usize, cond: ImGuiCond) bool; +pub extern fn igEndDragDropSource() void; +pub extern fn igBeginDragDropTarget() bool; +pub extern fn igAcceptDragDropPayload(@"type": [*c]const u8, flags: ImGuiDragDropFlags) [*c]const ImGuiPayload; +pub extern fn igEndDragDropTarget() void; +pub extern fn igGetDragDropPayload() [*c]const ImGuiPayload; +pub extern fn igBeginDisabled(disabled: bool) void; +pub extern fn igEndDisabled() void; +pub extern fn igPushClipRect(clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect: bool) void; +pub extern fn igPopClipRect() void; +pub extern fn igSetItemDefaultFocus() void; +pub extern fn igSetKeyboardFocusHere(offset: c_int) void; +pub extern fn igIsItemHovered(flags: ImGuiHoveredFlags) bool; +pub extern fn igIsItemActive() bool; +pub extern fn igIsItemFocused() bool; +pub extern fn igIsItemClicked(mouse_button: ImGuiMouseButton) bool; +pub extern fn igIsItemVisible() bool; +pub extern fn igIsItemEdited() bool; +pub extern fn igIsItemActivated() bool; +pub extern fn igIsItemDeactivated() bool; +pub extern fn igIsItemDeactivatedAfterEdit() bool; +pub extern fn igIsItemToggledOpen() bool; +pub extern fn igIsAnyItemHovered() bool; +pub extern fn igIsAnyItemActive() bool; +pub extern fn igIsAnyItemFocused() bool; +pub extern fn igGetItemRectMin(pOut: [*c]ImVec2) void; +pub extern fn igGetItemRectMax(pOut: [*c]ImVec2) void; +pub extern fn igGetItemRectSize(pOut: [*c]ImVec2) void; +pub extern fn igSetItemAllowOverlap() void; +pub extern fn igGetMainViewport() [*c]ImGuiViewport; +pub extern fn igGetBackgroundDrawList_Nil() [*c]ImDrawList; +pub extern fn igGetForegroundDrawList_Nil() [*c]ImDrawList; +pub extern fn igGetBackgroundDrawList_ViewportPtr(viewport: [*c]ImGuiViewport) [*c]ImDrawList; +pub extern fn igGetForegroundDrawList_ViewportPtr(viewport: [*c]ImGuiViewport) [*c]ImDrawList; +pub extern fn igIsRectVisible_Nil(size: ImVec2) bool; +pub extern fn igIsRectVisible_Vec2(rect_min: ImVec2, rect_max: ImVec2) bool; +pub extern fn igGetTime() f64; +pub extern fn igGetFrameCount() c_int; +pub extern fn igGetDrawListSharedData() [*c]ImDrawListSharedData; +pub extern fn igGetStyleColorName(idx: ImGuiCol) [*c]const u8; +pub extern fn igSetStateStorage(storage: [*c]ImGuiStorage) void; +pub extern fn igGetStateStorage() [*c]ImGuiStorage; +pub extern fn igBeginChildFrame(id: ImGuiID, size: ImVec2, flags: ImGuiWindowFlags) bool; +pub extern fn igEndChildFrame() void; +pub extern fn igCalcTextSize(pOut: [*c]ImVec2, text: [*c]const u8, text_end: [*c]const u8, hide_text_after_double_hash: bool, wrap_width: f32) void; +pub extern fn igColorConvertU32ToFloat4(pOut: [*c]ImVec4, in: ImU32) void; +pub extern fn igColorConvertFloat4ToU32(in: ImVec4) ImU32; +pub extern fn igColorConvertRGBtoHSV(r: f32, g: f32, b: f32, out_h: [*c]f32, out_s: [*c]f32, out_v: [*c]f32) void; +pub extern fn igColorConvertHSVtoRGB(h: f32, s: f32, v: f32, out_r: [*c]f32, out_g: [*c]f32, out_b: [*c]f32) void; +pub extern fn igIsKeyDown(key: ImGuiKey) bool; +pub extern fn igIsKeyPressed(key: ImGuiKey, repeat: bool) bool; +pub extern fn igIsKeyReleased(key: ImGuiKey) bool; +pub extern fn igGetKeyPressedAmount(key: ImGuiKey, repeat_delay: f32, rate: f32) c_int; +pub extern fn igGetKeyName(key: ImGuiKey) [*c]const u8; +pub extern fn igSetNextFrameWantCaptureKeyboard(want_capture_keyboard: bool) void; +pub extern fn igIsMouseDown(button: ImGuiMouseButton) bool; +pub extern fn igIsMouseClicked(button: ImGuiMouseButton, repeat: bool) bool; +pub extern fn igIsMouseReleased(button: ImGuiMouseButton) bool; +pub extern fn igIsMouseDoubleClicked(button: ImGuiMouseButton) bool; +pub extern fn igGetMouseClickedCount(button: ImGuiMouseButton) c_int; +pub extern fn igIsMouseHoveringRect(r_min: ImVec2, r_max: ImVec2, clip: bool) bool; +pub extern fn igIsMousePosValid(mouse_pos: [*c]const ImVec2) bool; +pub extern fn igIsAnyMouseDown() bool; +pub extern fn igGetMousePos(pOut: [*c]ImVec2) void; +pub extern fn igGetMousePosOnOpeningCurrentPopup(pOut: [*c]ImVec2) void; +pub extern fn igIsMouseDragging(button: ImGuiMouseButton, lock_threshold: f32) bool; +pub extern fn igGetMouseDragDelta(pOut: [*c]ImVec2, button: ImGuiMouseButton, lock_threshold: f32) void; +pub extern fn igResetMouseDragDelta(button: ImGuiMouseButton) void; +pub extern fn igGetMouseCursor() ImGuiMouseCursor; +pub extern fn igSetMouseCursor(cursor_type: ImGuiMouseCursor) void; +pub extern fn igSetNextFrameWantCaptureMouse(want_capture_mouse: bool) void; +pub extern fn igGetClipboardText() [*c]const u8; +pub extern fn igSetClipboardText(text: [*c]const u8) void; +pub extern fn igLoadIniSettingsFromDisk(ini_filename: [*c]const u8) void; +pub extern fn igLoadIniSettingsFromMemory(ini_data: [*c]const u8, ini_size: usize) void; +pub extern fn igSaveIniSettingsToDisk(ini_filename: [*c]const u8) void; +pub extern fn igSaveIniSettingsToMemory(out_ini_size: [*c]usize) [*c]const u8; +pub extern fn igDebugTextEncoding(text: [*c]const u8) void; +pub extern fn igDebugCheckVersionAndDataLayout(version_str: [*c]const u8, sz_io: usize, sz_style: usize, sz_vec2: usize, sz_vec4: usize, sz_drawvert: usize, sz_drawidx: usize) bool; +pub extern fn igSetAllocatorFunctions(alloc_func: ImGuiMemAllocFunc, free_func: ImGuiMemFreeFunc, user_data: ?*anyopaque) void; +pub extern fn igGetAllocatorFunctions(p_alloc_func: [*c]ImGuiMemAllocFunc, p_free_func: [*c]ImGuiMemFreeFunc, p_user_data: [*c]?*anyopaque) void; +pub extern fn igMemAlloc(size: usize) ?*anyopaque; +pub extern fn igMemFree(ptr: ?*anyopaque) void; +pub extern fn igGetPlatformIO() [*c]ImGuiPlatformIO; +pub extern fn igUpdatePlatformWindows() void; +pub extern fn igRenderPlatformWindowsDefault(platform_render_arg: ?*anyopaque, renderer_render_arg: ?*anyopaque) void; +pub extern fn igDestroyPlatformWindows() void; +pub extern fn igFindViewportByID(id: ImGuiID) [*c]ImGuiViewport; +pub extern fn igFindViewportByPlatformHandle(platform_handle: ?*anyopaque) [*c]ImGuiViewport; +pub extern fn ImGuiStyle_ImGuiStyle() [*c]ImGuiStyle; +pub extern fn ImGuiStyle_destroy(self: [*c]ImGuiStyle) void; +pub extern fn ImGuiStyle_ScaleAllSizes(self: [*c]ImGuiStyle, scale_factor: f32) void; +pub extern fn ImGuiIO_AddKeyEvent(self: [*c]ImGuiIO, key: ImGuiKey, down: bool) void; +pub extern fn ImGuiIO_AddKeyAnalogEvent(self: [*c]ImGuiIO, key: ImGuiKey, down: bool, v: f32) void; +pub extern fn ImGuiIO_AddMousePosEvent(self: [*c]ImGuiIO, x: f32, y: f32) void; +pub extern fn ImGuiIO_AddMouseButtonEvent(self: [*c]ImGuiIO, button: c_int, down: bool) void; +pub extern fn ImGuiIO_AddMouseWheelEvent(self: [*c]ImGuiIO, wh_x: f32, wh_y: f32) void; +pub extern fn ImGuiIO_AddMouseViewportEvent(self: [*c]ImGuiIO, id: ImGuiID) void; +pub extern fn ImGuiIO_AddFocusEvent(self: [*c]ImGuiIO, focused: bool) void; +pub extern fn ImGuiIO_AddInputCharacter(self: [*c]ImGuiIO, c: c_uint) void; +pub extern fn ImGuiIO_AddInputCharacterUTF16(self: [*c]ImGuiIO, c: ImWchar16) void; +pub extern fn ImGuiIO_AddInputCharactersUTF8(self: [*c]ImGuiIO, str: [*c]const u8) void; +pub extern fn ImGuiIO_SetKeyEventNativeData(self: [*c]ImGuiIO, key: ImGuiKey, native_keycode: c_int, native_scancode: c_int, native_legacy_index: c_int) void; +pub extern fn ImGuiIO_SetAppAcceptingEvents(self: [*c]ImGuiIO, accepting_events: bool) void; +pub extern fn ImGuiIO_ClearInputCharacters(self: [*c]ImGuiIO) void; +pub extern fn ImGuiIO_ClearInputKeys(self: [*c]ImGuiIO) void; +pub extern fn ImGuiIO_ImGuiIO() [*c]ImGuiIO; +pub extern fn ImGuiIO_destroy(self: [*c]ImGuiIO) void; +pub extern fn ImGuiInputTextCallbackData_ImGuiInputTextCallbackData() [*c]ImGuiInputTextCallbackData; +pub extern fn ImGuiInputTextCallbackData_destroy(self: [*c]ImGuiInputTextCallbackData) void; +pub extern fn ImGuiInputTextCallbackData_DeleteChars(self: [*c]ImGuiInputTextCallbackData, pos: c_int, bytes_count: c_int) void; +pub extern fn ImGuiInputTextCallbackData_InsertChars(self: [*c]ImGuiInputTextCallbackData, pos: c_int, text: [*c]const u8, text_end: [*c]const u8) void; +pub extern fn ImGuiInputTextCallbackData_SelectAll(self: [*c]ImGuiInputTextCallbackData) void; +pub extern fn ImGuiInputTextCallbackData_ClearSelection(self: [*c]ImGuiInputTextCallbackData) void; +pub extern fn ImGuiInputTextCallbackData_HasSelection(self: [*c]ImGuiInputTextCallbackData) bool; +pub extern fn ImGuiWindowClass_ImGuiWindowClass() [*c]ImGuiWindowClass; +pub extern fn ImGuiWindowClass_destroy(self: [*c]ImGuiWindowClass) void; +pub extern fn ImGuiPayload_ImGuiPayload() [*c]ImGuiPayload; +pub extern fn ImGuiPayload_destroy(self: [*c]ImGuiPayload) void; +pub extern fn ImGuiPayload_Clear(self: [*c]ImGuiPayload) void; +pub extern fn ImGuiPayload_IsDataType(self: [*c]ImGuiPayload, @"type": [*c]const u8) bool; +pub extern fn ImGuiPayload_IsPreview(self: [*c]ImGuiPayload) bool; +pub extern fn ImGuiPayload_IsDelivery(self: [*c]ImGuiPayload) bool; +pub extern fn ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs() ?*ImGuiTableColumnSortSpecs; +pub extern fn ImGuiTableColumnSortSpecs_destroy(self: ?*ImGuiTableColumnSortSpecs) void; +pub extern fn ImGuiTableSortSpecs_ImGuiTableSortSpecs() [*c]ImGuiTableSortSpecs; +pub extern fn ImGuiTableSortSpecs_destroy(self: [*c]ImGuiTableSortSpecs) void; +pub extern fn ImGuiOnceUponAFrame_ImGuiOnceUponAFrame() [*c]ImGuiOnceUponAFrame; +pub extern fn ImGuiOnceUponAFrame_destroy(self: [*c]ImGuiOnceUponAFrame) void; +pub extern fn ImGuiTextFilter_ImGuiTextFilter(default_filter: [*c]const u8) [*c]ImGuiTextFilter; +pub extern fn ImGuiTextFilter_destroy(self: [*c]ImGuiTextFilter) void; +pub extern fn ImGuiTextFilter_Draw(self: [*c]ImGuiTextFilter, label: [*c]const u8, width: f32) bool; +pub extern fn ImGuiTextFilter_PassFilter(self: [*c]ImGuiTextFilter, text: [*c]const u8, text_end: [*c]const u8) bool; +pub extern fn ImGuiTextFilter_Build(self: [*c]ImGuiTextFilter) void; +pub extern fn ImGuiTextFilter_Clear(self: [*c]ImGuiTextFilter) void; +pub extern fn ImGuiTextFilter_IsActive(self: [*c]ImGuiTextFilter) bool; +pub extern fn ImGuiTextRange_ImGuiTextRange_Nil() [*c]ImGuiTextRange; +pub extern fn ImGuiTextRange_destroy(self: [*c]ImGuiTextRange) void; +pub extern fn ImGuiTextRange_ImGuiTextRange_Str(_b: [*c]const u8, _e: [*c]const u8) [*c]ImGuiTextRange; +pub extern fn ImGuiTextRange_empty(self: [*c]ImGuiTextRange) bool; +pub extern fn ImGuiTextRange_split(self: [*c]ImGuiTextRange, separator: u8, out: [*c]ImVector_ImGuiTextRange) void; +pub extern fn ImGuiTextBuffer_ImGuiTextBuffer() [*c]ImGuiTextBuffer; +pub extern fn ImGuiTextBuffer_destroy(self: [*c]ImGuiTextBuffer) void; +pub extern fn ImGuiTextBuffer_begin(self: [*c]ImGuiTextBuffer) [*c]const u8; +pub extern fn ImGuiTextBuffer_end(self: [*c]ImGuiTextBuffer) [*c]const u8; +pub extern fn ImGuiTextBuffer_size(self: [*c]ImGuiTextBuffer) c_int; +pub extern fn ImGuiTextBuffer_empty(self: [*c]ImGuiTextBuffer) bool; +pub extern fn ImGuiTextBuffer_clear(self: [*c]ImGuiTextBuffer) void; +pub extern fn ImGuiTextBuffer_reserve(self: [*c]ImGuiTextBuffer, capacity: c_int) void; +pub extern fn ImGuiTextBuffer_c_str(self: [*c]ImGuiTextBuffer) [*c]const u8; +pub extern fn ImGuiTextBuffer_append(self: [*c]ImGuiTextBuffer, str: [*c]const u8, str_end: [*c]const u8) void; +pub extern fn ImGuiTextBuffer_appendfv(self: [*c]ImGuiTextBuffer, fmt: [*c]const u8, args: va_list) void; +pub extern fn ImGuiStoragePair_ImGuiStoragePair_Int(_key: ImGuiID, _val_i: c_int) [*c]ImGuiStoragePair; +pub extern fn ImGuiStoragePair_destroy(self: [*c]ImGuiStoragePair) void; +pub extern fn ImGuiStoragePair_ImGuiStoragePair_Float(_key: ImGuiID, _val_f: f32) [*c]ImGuiStoragePair; +pub extern fn ImGuiStoragePair_ImGuiStoragePair_Ptr(_key: ImGuiID, _val_p: ?*anyopaque) [*c]ImGuiStoragePair; +pub extern fn ImGuiStorage_Clear(self: [*c]ImGuiStorage) void; +pub extern fn ImGuiStorage_GetInt(self: [*c]ImGuiStorage, key: ImGuiID, default_val: c_int) c_int; +pub extern fn ImGuiStorage_SetInt(self: [*c]ImGuiStorage, key: ImGuiID, val: c_int) void; +pub extern fn ImGuiStorage_GetBool(self: [*c]ImGuiStorage, key: ImGuiID, default_val: bool) bool; +pub extern fn ImGuiStorage_SetBool(self: [*c]ImGuiStorage, key: ImGuiID, val: bool) void; +pub extern fn ImGuiStorage_GetFloat(self: [*c]ImGuiStorage, key: ImGuiID, default_val: f32) f32; +pub extern fn ImGuiStorage_SetFloat(self: [*c]ImGuiStorage, key: ImGuiID, val: f32) void; +pub extern fn ImGuiStorage_GetVoidPtr(self: [*c]ImGuiStorage, key: ImGuiID) ?*anyopaque; +pub extern fn ImGuiStorage_SetVoidPtr(self: [*c]ImGuiStorage, key: ImGuiID, val: ?*anyopaque) void; +pub extern fn ImGuiStorage_GetIntRef(self: [*c]ImGuiStorage, key: ImGuiID, default_val: c_int) [*c]c_int; +pub extern fn ImGuiStorage_GetBoolRef(self: [*c]ImGuiStorage, key: ImGuiID, default_val: bool) [*c]bool; +pub extern fn ImGuiStorage_GetFloatRef(self: [*c]ImGuiStorage, key: ImGuiID, default_val: f32) [*c]f32; +pub extern fn ImGuiStorage_GetVoidPtrRef(self: [*c]ImGuiStorage, key: ImGuiID, default_val: ?*anyopaque) [*c]?*anyopaque; +pub extern fn ImGuiStorage_SetAllInt(self: [*c]ImGuiStorage, val: c_int) void; +pub extern fn ImGuiStorage_BuildSortByKey(self: [*c]ImGuiStorage) void; +pub extern fn ImGuiListClipper_ImGuiListClipper() [*c]ImGuiListClipper; +pub extern fn ImGuiListClipper_destroy(self: [*c]ImGuiListClipper) void; +pub extern fn ImGuiListClipper_Begin(self: [*c]ImGuiListClipper, items_count: c_int, items_height: f32) void; +pub extern fn ImGuiListClipper_End(self: [*c]ImGuiListClipper) void; +pub extern fn ImGuiListClipper_Step(self: [*c]ImGuiListClipper) bool; +pub extern fn ImGuiListClipper_ForceDisplayRangeByIndices(self: [*c]ImGuiListClipper, item_min: c_int, item_max: c_int) void; +pub extern fn ImColor_ImColor_Nil() [*c]ImColor; +pub extern fn ImColor_destroy(self: [*c]ImColor) void; +pub extern fn ImColor_ImColor_Float(r: f32, g: f32, b: f32, a: f32) [*c]ImColor; +pub extern fn ImColor_ImColor_Vec4(col: ImVec4) [*c]ImColor; +pub extern fn ImColor_ImColor_Int(r: c_int, g: c_int, b: c_int, a: c_int) [*c]ImColor; +pub extern fn ImColor_ImColor_U32(rgba: ImU32) [*c]ImColor; +pub extern fn ImColor_SetHSV(self: [*c]ImColor, h: f32, s: f32, v: f32, a: f32) void; +pub extern fn ImColor_HSV(pOut: [*c]ImColor, h: f32, s: f32, v: f32, a: f32) void; +pub extern fn ImDrawCmd_ImDrawCmd() [*c]ImDrawCmd; +pub extern fn ImDrawCmd_destroy(self: [*c]ImDrawCmd) void; +pub extern fn ImDrawCmd_GetTexID(self: [*c]ImDrawCmd) ImTextureID; +pub extern fn ImDrawListSplitter_ImDrawListSplitter() [*c]ImDrawListSplitter; +pub extern fn ImDrawListSplitter_destroy(self: [*c]ImDrawListSplitter) void; +pub extern fn ImDrawListSplitter_Clear(self: [*c]ImDrawListSplitter) void; +pub extern fn ImDrawListSplitter_ClearFreeMemory(self: [*c]ImDrawListSplitter) void; +pub extern fn ImDrawListSplitter_Split(self: [*c]ImDrawListSplitter, draw_list: [*c]ImDrawList, count: c_int) void; +pub extern fn ImDrawListSplitter_Merge(self: [*c]ImDrawListSplitter, draw_list: [*c]ImDrawList) void; +pub extern fn ImDrawListSplitter_SetCurrentChannel(self: [*c]ImDrawListSplitter, draw_list: [*c]ImDrawList, channel_idx: c_int) void; +pub extern fn ImDrawList_ImDrawList(shared_data: [*c]const ImDrawListSharedData) [*c]ImDrawList; +pub extern fn ImDrawList_destroy(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_PushClipRect(self: [*c]ImDrawList, clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect: bool) void; +pub extern fn ImDrawList_PushClipRectFullScreen(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_PopClipRect(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_PushTextureID(self: [*c]ImDrawList, texture_id: ImTextureID) void; +pub extern fn ImDrawList_PopTextureID(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_GetClipRectMin(pOut: [*c]ImVec2, self: [*c]ImDrawList) void; +pub extern fn ImDrawList_GetClipRectMax(pOut: [*c]ImVec2, self: [*c]ImDrawList) void; +pub extern fn ImDrawList_AddLine(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, col: ImU32, thickness: f32) void; +pub extern fn ImDrawList_AddRect(self: [*c]ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: f32, flags: ImDrawFlags, thickness: f32) void; +pub extern fn ImDrawList_AddRectFilled(self: [*c]ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: f32, flags: ImDrawFlags) void; +pub extern fn ImDrawList_AddRectFilledMultiColor(self: [*c]ImDrawList, p_min: ImVec2, p_max: ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) void; +pub extern fn ImDrawList_AddQuad(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: f32) void; +pub extern fn ImDrawList_AddQuadFilled(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_AddTriangle(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: f32) void; +pub extern fn ImDrawList_AddTriangleFilled(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_AddCircle(self: [*c]ImDrawList, center: ImVec2, radius: f32, col: ImU32, num_segments: c_int, thickness: f32) void; +pub extern fn ImDrawList_AddCircleFilled(self: [*c]ImDrawList, center: ImVec2, radius: f32, col: ImU32, num_segments: c_int) void; +pub extern fn ImDrawList_AddNgon(self: [*c]ImDrawList, center: ImVec2, radius: f32, col: ImU32, num_segments: c_int, thickness: f32) void; +pub extern fn ImDrawList_AddNgonFilled(self: [*c]ImDrawList, center: ImVec2, radius: f32, col: ImU32, num_segments: c_int) void; +pub extern fn ImDrawList_AddText_Vec2(self: [*c]ImDrawList, pos: ImVec2, col: ImU32, text_begin: [*c]const u8, text_end: [*c]const u8) void; +pub extern fn ImDrawList_AddText_FontPtr(self: [*c]ImDrawList, font: [*c]const ImFont, font_size: f32, pos: ImVec2, col: ImU32, text_begin: [*c]const u8, text_end: [*c]const u8, wrap_width: f32, cpu_fine_clip_rect: [*c]const ImVec4) void; +pub extern fn ImDrawList_AddPolyline(self: [*c]ImDrawList, points: [*c]const ImVec2, num_points: c_int, col: ImU32, flags: ImDrawFlags, thickness: f32) void; +pub extern fn ImDrawList_AddConvexPolyFilled(self: [*c]ImDrawList, points: [*c]const ImVec2, num_points: c_int, col: ImU32) void; +pub extern fn ImDrawList_AddBezierCubic(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: f32, num_segments: c_int) void; +pub extern fn ImDrawList_AddBezierQuadratic(self: [*c]ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: f32, num_segments: c_int) void; +pub extern fn ImDrawList_AddImage(self: [*c]ImDrawList, user_texture_id: ImTextureID, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2, uv_max: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_AddImageQuad(self: [*c]ImDrawList, user_texture_id: ImTextureID, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, uv1: ImVec2, uv2: ImVec2, uv3: ImVec2, uv4: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_AddImageRounded(self: [*c]ImDrawList, user_texture_id: ImTextureID, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2, uv_max: ImVec2, col: ImU32, rounding: f32, flags: ImDrawFlags) void; +pub extern fn ImDrawList_PathClear(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_PathLineTo(self: [*c]ImDrawList, pos: ImVec2) void; +pub extern fn ImDrawList_PathLineToMergeDuplicate(self: [*c]ImDrawList, pos: ImVec2) void; +pub extern fn ImDrawList_PathFillConvex(self: [*c]ImDrawList, col: ImU32) void; +pub extern fn ImDrawList_PathStroke(self: [*c]ImDrawList, col: ImU32, flags: ImDrawFlags, thickness: f32) void; +pub extern fn ImDrawList_PathArcTo(self: [*c]ImDrawList, center: ImVec2, radius: f32, a_min: f32, a_max: f32, num_segments: c_int) void; +pub extern fn ImDrawList_PathArcToFast(self: [*c]ImDrawList, center: ImVec2, radius: f32, a_min_of_12: c_int, a_max_of_12: c_int) void; +pub extern fn ImDrawList_PathBezierCubicCurveTo(self: [*c]ImDrawList, p2: ImVec2, p3: ImVec2, p4: ImVec2, num_segments: c_int) void; +pub extern fn ImDrawList_PathBezierQuadraticCurveTo(self: [*c]ImDrawList, p2: ImVec2, p3: ImVec2, num_segments: c_int) void; +pub extern fn ImDrawList_PathRect(self: [*c]ImDrawList, rect_min: ImVec2, rect_max: ImVec2, rounding: f32, flags: ImDrawFlags) void; +pub extern fn ImDrawList_AddCallback(self: [*c]ImDrawList, callback: ImDrawCallback, callback_data: ?*anyopaque) void; +pub extern fn ImDrawList_AddDrawCmd(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_CloneOutput(self: [*c]ImDrawList) [*c]ImDrawList; +pub extern fn ImDrawList_ChannelsSplit(self: [*c]ImDrawList, count: c_int) void; +pub extern fn ImDrawList_ChannelsMerge(self: [*c]ImDrawList) void; +pub extern fn ImDrawList_ChannelsSetCurrent(self: [*c]ImDrawList, n: c_int) void; +pub extern fn ImDrawList_PrimReserve(self: [*c]ImDrawList, idx_count: c_int, vtx_count: c_int) void; +pub extern fn ImDrawList_PrimUnreserve(self: [*c]ImDrawList, idx_count: c_int, vtx_count: c_int) void; +pub extern fn ImDrawList_PrimRect(self: [*c]ImDrawList, a: ImVec2, b: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_PrimRectUV(self: [*c]ImDrawList, a: ImVec2, b: ImVec2, uv_a: ImVec2, uv_b: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_PrimQuadUV(self: [*c]ImDrawList, a: ImVec2, b: ImVec2, c: ImVec2, d: ImVec2, uv_a: ImVec2, uv_b: ImVec2, uv_c: ImVec2, uv_d: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_PrimWriteVtx(self: [*c]ImDrawList, pos: ImVec2, uv: ImVec2, col: ImU32) void; +pub extern fn ImDrawList_PrimWriteIdx(self: [*c]ImDrawList, idx: ImDrawIdx) void; +pub extern fn ImDrawList_PrimVtx(self: [*c]ImDrawList, pos: ImVec2, uv: ImVec2, col: ImU32) void; +pub extern fn ImDrawList__ResetForNewFrame(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__ClearFreeMemory(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__PopUnusedDrawCmd(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__TryMergeDrawCmds(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__OnChangedClipRect(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__OnChangedTextureID(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__OnChangedVtxOffset(self: [*c]ImDrawList) void; +pub extern fn ImDrawList__CalcCircleAutoSegmentCount(self: [*c]ImDrawList, radius: f32) c_int; +pub extern fn ImDrawList__PathArcToFastEx(self: [*c]ImDrawList, center: ImVec2, radius: f32, a_min_sample: c_int, a_max_sample: c_int, a_step: c_int) void; +pub extern fn ImDrawList__PathArcToN(self: [*c]ImDrawList, center: ImVec2, radius: f32, a_min: f32, a_max: f32, num_segments: c_int) void; +pub extern fn ImDrawData_ImDrawData() [*c]ImDrawData; +pub extern fn ImDrawData_destroy(self: [*c]ImDrawData) void; +pub extern fn ImDrawData_Clear(self: [*c]ImDrawData) void; +pub extern fn ImDrawData_DeIndexAllBuffers(self: [*c]ImDrawData) void; +pub extern fn ImDrawData_ScaleClipRects(self: [*c]ImDrawData, fb_scale: ImVec2) void; +pub extern fn ImFontConfig_ImFontConfig() [*c]ImFontConfig; +pub extern fn ImFontConfig_destroy(self: [*c]ImFontConfig) void; +pub extern fn ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder() [*c]ImFontGlyphRangesBuilder; +pub extern fn ImFontGlyphRangesBuilder_destroy(self: [*c]ImFontGlyphRangesBuilder) void; +pub extern fn ImFontGlyphRangesBuilder_Clear(self: [*c]ImFontGlyphRangesBuilder) void; +pub extern fn ImFontGlyphRangesBuilder_GetBit(self: [*c]ImFontGlyphRangesBuilder, n: usize) bool; +pub extern fn ImFontGlyphRangesBuilder_SetBit(self: [*c]ImFontGlyphRangesBuilder, n: usize) void; +pub extern fn ImFontGlyphRangesBuilder_AddChar(self: [*c]ImFontGlyphRangesBuilder, c: ImWchar) void; +pub extern fn ImFontGlyphRangesBuilder_AddText(self: [*c]ImFontGlyphRangesBuilder, text: [*c]const u8, text_end: [*c]const u8) void; +pub extern fn ImFontGlyphRangesBuilder_AddRanges(self: [*c]ImFontGlyphRangesBuilder, ranges: [*c]const ImWchar) void; +pub extern fn ImFontGlyphRangesBuilder_BuildRanges(self: [*c]ImFontGlyphRangesBuilder, out_ranges: [*c]ImVector_ImWchar) void; +pub extern fn ImFontAtlasCustomRect_ImFontAtlasCustomRect() [*c]ImFontAtlasCustomRect; +pub extern fn ImFontAtlasCustomRect_destroy(self: [*c]ImFontAtlasCustomRect) void; +pub extern fn ImFontAtlasCustomRect_IsPacked(self: [*c]ImFontAtlasCustomRect) bool; +pub extern fn ImFontAtlas_ImFontAtlas() [*c]ImFontAtlas; +pub extern fn ImFontAtlas_destroy(self: [*c]ImFontAtlas) void; +pub extern fn ImFontAtlas_AddFont(self: [*c]ImFontAtlas, font_cfg: [*c]const ImFontConfig) [*c]ImFont; +pub extern fn ImFontAtlas_AddFontDefault(self: [*c]ImFontAtlas, font_cfg: [*c]const ImFontConfig) [*c]ImFont; +pub extern fn ImFontAtlas_AddFontFromFileTTF(self: [*c]ImFontAtlas, filename: [*c]const u8, size_pixels: f32, font_cfg: [*c]const ImFontConfig, glyph_ranges: [*c]const ImWchar) [*c]ImFont; +pub extern fn ImFontAtlas_AddFontFromMemoryTTF(self: [*c]ImFontAtlas, font_data: ?*anyopaque, font_size: c_int, size_pixels: f32, font_cfg: [*c]const ImFontConfig, glyph_ranges: [*c]const ImWchar) [*c]ImFont; +pub extern fn ImFontAtlas_AddFontFromMemoryCompressedTTF(self: [*c]ImFontAtlas, compressed_font_data: ?*const anyopaque, compressed_font_size: c_int, size_pixels: f32, font_cfg: [*c]const ImFontConfig, glyph_ranges: [*c]const ImWchar) [*c]ImFont; +pub extern fn ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(self: [*c]ImFontAtlas, compressed_font_data_base85: [*c]const u8, size_pixels: f32, font_cfg: [*c]const ImFontConfig, glyph_ranges: [*c]const ImWchar) [*c]ImFont; +pub extern fn ImFontAtlas_ClearInputData(self: [*c]ImFontAtlas) void; +pub extern fn ImFontAtlas_ClearTexData(self: [*c]ImFontAtlas) void; +pub extern fn ImFontAtlas_ClearFonts(self: [*c]ImFontAtlas) void; +pub extern fn ImFontAtlas_Clear(self: [*c]ImFontAtlas) void; +pub extern fn ImFontAtlas_Build(self: [*c]ImFontAtlas) bool; +pub extern fn ImFontAtlas_GetTexDataAsAlpha8(self: [*c]ImFontAtlas, out_pixels: [*c][*c]u8, out_width: [*c]c_int, out_height: [*c]c_int, out_bytes_per_pixel: [*c]c_int) void; +pub extern fn ImFontAtlas_GetTexDataAsRGBA32(self: [*c]ImFontAtlas, out_pixels: [*c][*c]u8, out_width: [*c]c_int, out_height: [*c]c_int, out_bytes_per_pixel: [*c]c_int) void; +pub extern fn ImFontAtlas_IsBuilt(self: [*c]ImFontAtlas) bool; +pub extern fn ImFontAtlas_SetTexID(self: [*c]ImFontAtlas, id: ImTextureID) void; +pub extern fn ImFontAtlas_GetGlyphRangesDefault(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesKorean(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesJapanese(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesChineseFull(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesCyrillic(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesThai(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_GetGlyphRangesVietnamese(self: [*c]ImFontAtlas) [*c]const ImWchar; +pub extern fn ImFontAtlas_AddCustomRectRegular(self: [*c]ImFontAtlas, width: c_int, height: c_int) c_int; +pub extern fn ImFontAtlas_AddCustomRectFontGlyph(self: [*c]ImFontAtlas, font: [*c]ImFont, id: ImWchar, width: c_int, height: c_int, advance_x: f32, offset: ImVec2) c_int; +pub extern fn ImFontAtlas_GetCustomRectByIndex(self: [*c]ImFontAtlas, index: c_int) [*c]ImFontAtlasCustomRect; +pub extern fn ImFontAtlas_CalcCustomRectUV(self: [*c]ImFontAtlas, rect: [*c]const ImFontAtlasCustomRect, out_uv_min: [*c]ImVec2, out_uv_max: [*c]ImVec2) void; +pub extern fn ImFontAtlas_GetMouseCursorTexData(self: [*c]ImFontAtlas, cursor: ImGuiMouseCursor, out_offset: [*c]ImVec2, out_size: [*c]ImVec2, out_uv_border: [*c]ImVec2, out_uv_fill: [*c]ImVec2) bool; +pub extern fn ImFont_ImFont() [*c]ImFont; +pub extern fn ImFont_destroy(self: [*c]ImFont) void; +pub extern fn ImFont_FindGlyph(self: [*c]ImFont, c: ImWchar) ?*const ImFontGlyph; +pub extern fn ImFont_FindGlyphNoFallback(self: [*c]ImFont, c: ImWchar) ?*const ImFontGlyph; +pub extern fn ImFont_GetCharAdvance(self: [*c]ImFont, c: ImWchar) f32; +pub extern fn ImFont_IsLoaded(self: [*c]ImFont) bool; +pub extern fn ImFont_GetDebugName(self: [*c]ImFont) [*c]const u8; +pub extern fn ImFont_CalcTextSizeA(pOut: [*c]ImVec2, self: [*c]ImFont, size: f32, max_width: f32, wrap_width: f32, text_begin: [*c]const u8, text_end: [*c]const u8, remaining: [*c][*c]const u8) void; +pub extern fn ImFont_CalcWordWrapPositionA(self: [*c]ImFont, scale: f32, text: [*c]const u8, text_end: [*c]const u8, wrap_width: f32) [*c]const u8; +pub extern fn ImFont_RenderChar(self: [*c]ImFont, draw_list: [*c]ImDrawList, size: f32, pos: ImVec2, col: ImU32, c: ImWchar) void; +pub extern fn ImFont_RenderText(self: [*c]ImFont, draw_list: [*c]ImDrawList, size: f32, pos: ImVec2, col: ImU32, clip_rect: ImVec4, text_begin: [*c]const u8, text_end: [*c]const u8, wrap_width: f32, cpu_fine_clip: bool) void; +pub extern fn ImFont_BuildLookupTable(self: [*c]ImFont) void; +pub extern fn ImFont_ClearOutputData(self: [*c]ImFont) void; +pub extern fn ImFont_GrowIndex(self: [*c]ImFont, new_size: c_int) void; +pub extern fn ImFont_AddGlyph(self: [*c]ImFont, src_cfg: [*c]const ImFontConfig, c: ImWchar, x0: f32, y0: f32, x1: f32, y1: f32, @"u0": f32, v0: f32, @"u1": f32, v1: f32, advance_x: f32) void; +pub extern fn ImFont_AddRemapChar(self: [*c]ImFont, dst: ImWchar, src: ImWchar, overwrite_dst: bool) void; +pub extern fn ImFont_SetGlyphVisible(self: [*c]ImFont, c: ImWchar, visible: bool) void; +pub extern fn ImFont_IsGlyphRangeUnused(self: [*c]ImFont, c_begin: c_uint, c_last: c_uint) bool; +pub extern fn ImGuiViewport_ImGuiViewport() [*c]ImGuiViewport; +pub extern fn ImGuiViewport_destroy(self: [*c]ImGuiViewport) void; +pub extern fn ImGuiViewport_GetCenter(pOut: [*c]ImVec2, self: [*c]ImGuiViewport) void; +pub extern fn ImGuiViewport_GetWorkCenter(pOut: [*c]ImVec2, self: [*c]ImGuiViewport) void; +pub extern fn ImGuiPlatformIO_ImGuiPlatformIO() [*c]ImGuiPlatformIO; +pub extern fn ImGuiPlatformIO_destroy(self: [*c]ImGuiPlatformIO) void; +pub extern fn ImGuiPlatformMonitor_ImGuiPlatformMonitor() [*c]ImGuiPlatformMonitor; +pub extern fn ImGuiPlatformMonitor_destroy(self: [*c]ImGuiPlatformMonitor) void; +pub extern fn ImGuiPlatformImeData_ImGuiPlatformImeData() [*c]ImGuiPlatformImeData; +pub extern fn ImGuiPlatformImeData_destroy(self: [*c]ImGuiPlatformImeData) void; +pub extern fn igGetKeyIndex(key: ImGuiKey) c_int; +pub extern fn igImHashData(data: ?*const anyopaque, data_size: usize, seed: ImU32) ImGuiID; +pub extern fn igImHashStr(data: [*c]const u8, data_size: usize, seed: ImU32) ImGuiID; +pub extern fn igImQsort(base: ?*anyopaque, count: usize, size_of_element: usize, compare_func: ?*const fn (?*const anyopaque, ?*const anyopaque) callconv(.C) c_int) void; +pub extern fn igImAlphaBlendColors(col_a: ImU32, col_b: ImU32) ImU32; +pub extern fn igImIsPowerOfTwo_Int(v: c_int) bool; +pub extern fn igImIsPowerOfTwo_U64(v: ImU64) bool; +pub extern fn igImUpperPowerOfTwo(v: c_int) c_int; +pub extern fn igImStricmp(str1: [*c]const u8, str2: [*c]const u8) c_int; +pub extern fn igImStrnicmp(str1: [*c]const u8, str2: [*c]const u8, count: usize) c_int; +pub extern fn igImStrncpy(dst: [*c]u8, src: [*c]const u8, count: usize) void; +pub extern fn igImStrdup(str: [*c]const u8) [*c]u8; +pub extern fn igImStrdupcpy(dst: [*c]u8, p_dst_size: [*c]usize, str: [*c]const u8) [*c]u8; +pub extern fn igImStrchrRange(str_begin: [*c]const u8, str_end: [*c]const u8, c: u8) [*c]const u8; +pub extern fn igImStrlenW(str: [*c]const ImWchar) c_int; +pub extern fn igImStreolRange(str: [*c]const u8, str_end: [*c]const u8) [*c]const u8; +pub extern fn igImStrbolW(buf_mid_line: [*c]const ImWchar, buf_begin: [*c]const ImWchar) [*c]const ImWchar; +pub extern fn igImStristr(haystack: [*c]const u8, haystack_end: [*c]const u8, needle: [*c]const u8, needle_end: [*c]const u8) [*c]const u8; +pub extern fn igImStrTrimBlanks(str: [*c]u8) void; +pub extern fn igImStrSkipBlank(str: [*c]const u8) [*c]const u8; +pub extern fn igImCharIsBlankA(c: u8) bool; +pub extern fn igImCharIsBlankW(c: c_uint) bool; +pub extern fn igImFormatString(buf: [*c]u8, buf_size: usize, fmt: [*c]const u8, ...) c_int; +pub extern fn igImFormatStringV(buf: [*c]u8, buf_size: usize, fmt: [*c]const u8, args: va_list) c_int; +pub extern fn igImFormatStringToTempBuffer(out_buf: [*c][*c]const u8, out_buf_end: [*c][*c]const u8, fmt: [*c]const u8, ...) void; +pub extern fn igImFormatStringToTempBufferV(out_buf: [*c][*c]const u8, out_buf_end: [*c][*c]const u8, fmt: [*c]const u8, args: va_list) void; +pub extern fn igImParseFormatFindStart(format: [*c]const u8) [*c]const u8; +pub extern fn igImParseFormatFindEnd(format: [*c]const u8) [*c]const u8; +pub extern fn igImParseFormatTrimDecorations(format: [*c]const u8, buf: [*c]u8, buf_size: usize) [*c]const u8; +pub extern fn igImParseFormatSanitizeForPrinting(fmt_in: [*c]const u8, fmt_out: [*c]u8, fmt_out_size: usize) void; +pub extern fn igImParseFormatSanitizeForScanning(fmt_in: [*c]const u8, fmt_out: [*c]u8, fmt_out_size: usize) [*c]const u8; +pub extern fn igImParseFormatPrecision(format: [*c]const u8, default_value: c_int) c_int; +pub extern fn igImTextCharToUtf8(out_buf: [*c]u8, c: c_uint) [*c]const u8; +pub extern fn igImTextStrToUtf8(out_buf: [*c]u8, out_buf_size: c_int, in_text: [*c]const ImWchar, in_text_end: [*c]const ImWchar) c_int; +pub extern fn igImTextCharFromUtf8(out_char: [*c]c_uint, in_text: [*c]const u8, in_text_end: [*c]const u8) c_int; +pub extern fn igImTextStrFromUtf8(out_buf: [*c]ImWchar, out_buf_size: c_int, in_text: [*c]const u8, in_text_end: [*c]const u8, in_remaining: [*c][*c]const u8) c_int; +pub extern fn igImTextCountCharsFromUtf8(in_text: [*c]const u8, in_text_end: [*c]const u8) c_int; +pub extern fn igImTextCountUtf8BytesFromChar(in_text: [*c]const u8, in_text_end: [*c]const u8) c_int; +pub extern fn igImTextCountUtf8BytesFromStr(in_text: [*c]const ImWchar, in_text_end: [*c]const ImWchar) c_int; +pub extern fn igImFileLoadToMemory(filename: [*c]const u8, mode: [*c]const u8, out_file_size: [*c]usize, padding_bytes: c_int) ?*anyopaque; +pub extern fn igImPow_Float(x: f32, y: f32) f32; +pub extern fn igImPow_double(x: f64, y: f64) f64; +pub extern fn igImLog_Float(x: f32) f32; +pub extern fn igImLog_double(x: f64) f64; +pub extern fn igImAbs_Int(x: c_int) c_int; +pub extern fn igImAbs_Float(x: f32) f32; +pub extern fn igImAbs_double(x: f64) f64; +pub extern fn igImSign_Float(x: f32) f32; +pub extern fn igImSign_double(x: f64) f64; +pub extern fn igImRsqrt_Float(x: f32) f32; +pub extern fn igImRsqrt_double(x: f64) f64; +pub extern fn igImMin(pOut: [*c]ImVec2, lhs: ImVec2, rhs: ImVec2) void; +pub extern fn igImMax(pOut: [*c]ImVec2, lhs: ImVec2, rhs: ImVec2) void; +pub extern fn igImClamp(pOut: [*c]ImVec2, v: ImVec2, mn: ImVec2, mx: ImVec2) void; +pub extern fn igImLerp_Vec2Float(pOut: [*c]ImVec2, a: ImVec2, b: ImVec2, t: f32) void; +pub extern fn igImLerp_Vec2Vec2(pOut: [*c]ImVec2, a: ImVec2, b: ImVec2, t: ImVec2) void; +pub extern fn igImLerp_Vec4(pOut: [*c]ImVec4, a: ImVec4, b: ImVec4, t: f32) void; +pub extern fn igImSaturate(f: f32) f32; +pub extern fn igImLengthSqr_Vec2(lhs: ImVec2) f32; +pub extern fn igImLengthSqr_Vec4(lhs: ImVec4) f32; +pub extern fn igImInvLength(lhs: ImVec2, fail_value: f32) f32; +pub extern fn igImFloor_Float(f: f32) f32; +pub extern fn igImFloorSigned_Float(f: f32) f32; +pub extern fn igImFloor_Vec2(pOut: [*c]ImVec2, v: ImVec2) void; +pub extern fn igImFloorSigned_Vec2(pOut: [*c]ImVec2, v: ImVec2) void; +pub extern fn igImModPositive(a: c_int, b: c_int) c_int; +pub extern fn igImDot(a: ImVec2, b: ImVec2) f32; +pub extern fn igImRotate(pOut: [*c]ImVec2, v: ImVec2, cos_a: f32, sin_a: f32) void; +pub extern fn igImLinearSweep(current: f32, target: f32, speed: f32) f32; +pub extern fn igImMul(pOut: [*c]ImVec2, lhs: ImVec2, rhs: ImVec2) void; +pub extern fn igImIsFloatAboveGuaranteedIntegerPrecision(f: f32) bool; +pub extern fn igImBezierCubicCalc(pOut: [*c]ImVec2, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, t: f32) void; +pub extern fn igImBezierCubicClosestPoint(pOut: [*c]ImVec2, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, p: ImVec2, num_segments: c_int) void; +pub extern fn igImBezierCubicClosestPointCasteljau(pOut: [*c]ImVec2, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, p: ImVec2, tess_tol: f32) void; +pub extern fn igImBezierQuadraticCalc(pOut: [*c]ImVec2, p1: ImVec2, p2: ImVec2, p3: ImVec2, t: f32) void; +pub extern fn igImLineClosestPoint(pOut: [*c]ImVec2, a: ImVec2, b: ImVec2, p: ImVec2) void; +pub extern fn igImTriangleContainsPoint(a: ImVec2, b: ImVec2, c: ImVec2, p: ImVec2) bool; +pub extern fn igImTriangleClosestPoint(pOut: [*c]ImVec2, a: ImVec2, b: ImVec2, c: ImVec2, p: ImVec2) void; +pub extern fn igImTriangleBarycentricCoords(a: ImVec2, b: ImVec2, c: ImVec2, p: ImVec2, out_u: [*c]f32, out_v: [*c]f32, out_w: [*c]f32) void; +pub extern fn igImTriangleArea(a: ImVec2, b: ImVec2, c: ImVec2) f32; +pub extern fn igImGetDirQuadrantFromDelta(dx: f32, dy: f32) ImGuiDir; +pub extern fn ImVec1_ImVec1_Nil() [*c]ImVec1; +pub extern fn ImVec1_destroy(self: [*c]ImVec1) void; +pub extern fn ImVec1_ImVec1_Float(_x: f32) [*c]ImVec1; +pub extern fn ImVec2ih_ImVec2ih_Nil() [*c]ImVec2ih; +pub extern fn ImVec2ih_destroy(self: [*c]ImVec2ih) void; +pub extern fn ImVec2ih_ImVec2ih_short(_x: c_short, _y: c_short) [*c]ImVec2ih; +pub extern fn ImVec2ih_ImVec2ih_Vec2(rhs: ImVec2) [*c]ImVec2ih; +pub extern fn ImRect_ImRect_Nil() [*c]ImRect; +pub extern fn ImRect_destroy(self: [*c]ImRect) void; +pub extern fn ImRect_ImRect_Vec2(min: ImVec2, max: ImVec2) [*c]ImRect; +pub extern fn ImRect_ImRect_Vec4(v: ImVec4) [*c]ImRect; +pub extern fn ImRect_ImRect_Float(x1: f32, y1: f32, x2: f32, y2: f32) [*c]ImRect; +pub extern fn ImRect_GetCenter(pOut: [*c]ImVec2, self: [*c]ImRect) void; +pub extern fn ImRect_GetSize(pOut: [*c]ImVec2, self: [*c]ImRect) void; +pub extern fn ImRect_GetWidth(self: [*c]ImRect) f32; +pub extern fn ImRect_GetHeight(self: [*c]ImRect) f32; +pub extern fn ImRect_GetArea(self: [*c]ImRect) f32; +pub extern fn ImRect_GetTL(pOut: [*c]ImVec2, self: [*c]ImRect) void; +pub extern fn ImRect_GetTR(pOut: [*c]ImVec2, self: [*c]ImRect) void; +pub extern fn ImRect_GetBL(pOut: [*c]ImVec2, self: [*c]ImRect) void; +pub extern fn ImRect_GetBR(pOut: [*c]ImVec2, self: [*c]ImRect) void; +pub extern fn ImRect_Contains_Vec2(self: [*c]ImRect, p: ImVec2) bool; +pub extern fn ImRect_Contains_Rect(self: [*c]ImRect, r: ImRect) bool; +pub extern fn ImRect_Overlaps(self: [*c]ImRect, r: ImRect) bool; +pub extern fn ImRect_Add_Vec2(self: [*c]ImRect, p: ImVec2) void; +pub extern fn ImRect_Add_Rect(self: [*c]ImRect, r: ImRect) void; +pub extern fn ImRect_Expand_Float(self: [*c]ImRect, amount: f32) void; +pub extern fn ImRect_Expand_Vec2(self: [*c]ImRect, amount: ImVec2) void; +pub extern fn ImRect_Translate(self: [*c]ImRect, d: ImVec2) void; +pub extern fn ImRect_TranslateX(self: [*c]ImRect, dx: f32) void; +pub extern fn ImRect_TranslateY(self: [*c]ImRect, dy: f32) void; +pub extern fn ImRect_ClipWith(self: [*c]ImRect, r: ImRect) void; +pub extern fn ImRect_ClipWithFull(self: [*c]ImRect, r: ImRect) void; +pub extern fn ImRect_Floor(self: [*c]ImRect) void; +pub extern fn ImRect_IsInverted(self: [*c]ImRect) bool; +pub extern fn ImRect_ToVec4(pOut: [*c]ImVec4, self: [*c]ImRect) void; +pub extern fn igImBitArrayTestBit(arr: [*c]const ImU32, n: c_int) bool; +pub extern fn igImBitArrayClearBit(arr: [*c]ImU32, n: c_int) void; +pub extern fn igImBitArraySetBit(arr: [*c]ImU32, n: c_int) void; +pub extern fn igImBitArraySetBitRange(arr: [*c]ImU32, n: c_int, n2: c_int) void; +pub extern fn ImBitVector_Create(self: [*c]ImBitVector, sz: c_int) void; +pub extern fn ImBitVector_Clear(self: [*c]ImBitVector) void; +pub extern fn ImBitVector_TestBit(self: [*c]ImBitVector, n: c_int) bool; +pub extern fn ImBitVector_SetBit(self: [*c]ImBitVector, n: c_int) void; +pub extern fn ImBitVector_ClearBit(self: [*c]ImBitVector, n: c_int) void; +pub extern fn ImDrawListSharedData_ImDrawListSharedData() [*c]ImDrawListSharedData; +pub extern fn ImDrawListSharedData_destroy(self: [*c]ImDrawListSharedData) void; +pub extern fn ImDrawListSharedData_SetCircleTessellationMaxError(self: [*c]ImDrawListSharedData, max_error: f32) void; +pub extern fn ImDrawDataBuilder_Clear(self: [*c]ImDrawDataBuilder) void; +pub extern fn ImDrawDataBuilder_ClearFreeMemory(self: [*c]ImDrawDataBuilder) void; +pub extern fn ImDrawDataBuilder_GetDrawListCount(self: [*c]ImDrawDataBuilder) c_int; +pub extern fn ImDrawDataBuilder_FlattenIntoSingleLayer(self: [*c]ImDrawDataBuilder) void; +pub extern fn ImGuiStyleMod_ImGuiStyleMod_Int(idx: ImGuiStyleVar, v: c_int) [*c]ImGuiStyleMod; +pub extern fn ImGuiStyleMod_destroy(self: [*c]ImGuiStyleMod) void; +pub extern fn ImGuiStyleMod_ImGuiStyleMod_Float(idx: ImGuiStyleVar, v: f32) [*c]ImGuiStyleMod; +pub extern fn ImGuiStyleMod_ImGuiStyleMod_Vec2(idx: ImGuiStyleVar, v: ImVec2) [*c]ImGuiStyleMod; +pub extern fn ImGuiComboPreviewData_ImGuiComboPreviewData() [*c]ImGuiComboPreviewData; +pub extern fn ImGuiComboPreviewData_destroy(self: [*c]ImGuiComboPreviewData) void; +pub extern fn ImGuiMenuColumns_ImGuiMenuColumns() [*c]ImGuiMenuColumns; +pub extern fn ImGuiMenuColumns_destroy(self: [*c]ImGuiMenuColumns) void; +pub extern fn ImGuiMenuColumns_Update(self: [*c]ImGuiMenuColumns, spacing: f32, window_reappearing: bool) void; +pub extern fn ImGuiMenuColumns_DeclColumns(self: [*c]ImGuiMenuColumns, w_icon: f32, w_label: f32, w_shortcut: f32, w_mark: f32) f32; +pub extern fn ImGuiMenuColumns_CalcNextTotalWidth(self: [*c]ImGuiMenuColumns, update_offsets: bool) void; +pub extern fn ImGuiInputTextState_ImGuiInputTextState() [*c]ImGuiInputTextState; +pub extern fn ImGuiInputTextState_destroy(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiInputTextState_ClearText(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiInputTextState_ClearFreeMemory(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiInputTextState_GetUndoAvailCount(self: [*c]ImGuiInputTextState) c_int; +pub extern fn ImGuiInputTextState_GetRedoAvailCount(self: [*c]ImGuiInputTextState) c_int; +pub extern fn ImGuiInputTextState_OnKeyPressed(self: [*c]ImGuiInputTextState, key: c_int) void; +pub extern fn ImGuiInputTextState_CursorAnimReset(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiInputTextState_CursorClamp(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiInputTextState_HasSelection(self: [*c]ImGuiInputTextState) bool; +pub extern fn ImGuiInputTextState_ClearSelection(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiInputTextState_GetCursorPos(self: [*c]ImGuiInputTextState) c_int; +pub extern fn ImGuiInputTextState_GetSelectionStart(self: [*c]ImGuiInputTextState) c_int; +pub extern fn ImGuiInputTextState_GetSelectionEnd(self: [*c]ImGuiInputTextState) c_int; +pub extern fn ImGuiInputTextState_SelectAll(self: [*c]ImGuiInputTextState) void; +pub extern fn ImGuiPopupData_ImGuiPopupData() [*c]ImGuiPopupData; +pub extern fn ImGuiPopupData_destroy(self: [*c]ImGuiPopupData) void; +pub extern fn ImGuiNextWindowData_ImGuiNextWindowData() [*c]ImGuiNextWindowData; +pub extern fn ImGuiNextWindowData_destroy(self: [*c]ImGuiNextWindowData) void; +pub extern fn ImGuiNextWindowData_ClearFlags(self: [*c]ImGuiNextWindowData) void; +pub extern fn ImGuiNextItemData_ImGuiNextItemData() [*c]ImGuiNextItemData; +pub extern fn ImGuiNextItemData_destroy(self: [*c]ImGuiNextItemData) void; +pub extern fn ImGuiNextItemData_ClearFlags(self: [*c]ImGuiNextItemData) void; +pub extern fn ImGuiLastItemData_ImGuiLastItemData() [*c]ImGuiLastItemData; +pub extern fn ImGuiLastItemData_destroy(self: [*c]ImGuiLastItemData) void; +pub extern fn ImGuiStackSizes_ImGuiStackSizes() [*c]ImGuiStackSizes; +pub extern fn ImGuiStackSizes_destroy(self: [*c]ImGuiStackSizes) void; +pub extern fn ImGuiStackSizes_SetToCurrentState(self: [*c]ImGuiStackSizes) void; +pub extern fn ImGuiStackSizes_CompareWithCurrentState(self: [*c]ImGuiStackSizes) void; +pub extern fn ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(ptr: ?*anyopaque) [*c]ImGuiPtrOrIndex; +pub extern fn ImGuiPtrOrIndex_destroy(self: [*c]ImGuiPtrOrIndex) void; +pub extern fn ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(index: c_int) [*c]ImGuiPtrOrIndex; +pub extern fn ImGuiInputEvent_ImGuiInputEvent() [*c]ImGuiInputEvent; +pub extern fn ImGuiInputEvent_destroy(self: [*c]ImGuiInputEvent) void; +pub extern fn ImGuiListClipperRange_FromIndices(min: c_int, max: c_int) ImGuiListClipperRange; +pub extern fn ImGuiListClipperRange_FromPositions(y1: f32, y2: f32, off_min: c_int, off_max: c_int) ImGuiListClipperRange; +pub extern fn ImGuiListClipperData_ImGuiListClipperData() [*c]ImGuiListClipperData; +pub extern fn ImGuiListClipperData_destroy(self: [*c]ImGuiListClipperData) void; +pub extern fn ImGuiListClipperData_Reset(self: [*c]ImGuiListClipperData, clipper: [*c]ImGuiListClipper) void; +pub extern fn ImGuiNavItemData_ImGuiNavItemData() [*c]ImGuiNavItemData; +pub extern fn ImGuiNavItemData_destroy(self: [*c]ImGuiNavItemData) void; +pub extern fn ImGuiNavItemData_Clear(self: [*c]ImGuiNavItemData) void; +pub extern fn ImGuiOldColumnData_ImGuiOldColumnData() [*c]ImGuiOldColumnData; +pub extern fn ImGuiOldColumnData_destroy(self: [*c]ImGuiOldColumnData) void; +pub extern fn ImGuiOldColumns_ImGuiOldColumns() [*c]ImGuiOldColumns; +pub extern fn ImGuiOldColumns_destroy(self: [*c]ImGuiOldColumns) void; +pub extern fn ImGuiDockNode_ImGuiDockNode(id: ImGuiID) ?*ImGuiDockNode; +pub extern fn ImGuiDockNode_destroy(self: ?*ImGuiDockNode) void; +pub extern fn ImGuiDockNode_IsRootNode(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsDockSpace(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsFloatingNode(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsCentralNode(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsHiddenTabBar(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsNoTabBar(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsSplitNode(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsLeafNode(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_IsEmpty(self: ?*ImGuiDockNode) bool; +pub extern fn ImGuiDockNode_Rect(pOut: [*c]ImRect, self: ?*ImGuiDockNode) void; +pub extern fn ImGuiDockNode_SetLocalFlags(self: ?*ImGuiDockNode, flags: ImGuiDockNodeFlags) void; +pub extern fn ImGuiDockNode_UpdateMergedFlags(self: ?*ImGuiDockNode) void; +pub extern fn ImGuiDockContext_ImGuiDockContext() [*c]ImGuiDockContext; +pub extern fn ImGuiDockContext_destroy(self: [*c]ImGuiDockContext) void; +pub extern fn ImGuiViewportP_ImGuiViewportP() [*c]ImGuiViewportP; +pub extern fn ImGuiViewportP_destroy(self: [*c]ImGuiViewportP) void; +pub extern fn ImGuiViewportP_ClearRequestFlags(self: [*c]ImGuiViewportP) void; +pub extern fn ImGuiViewportP_CalcWorkRectPos(pOut: [*c]ImVec2, self: [*c]ImGuiViewportP, off_min: ImVec2) void; +pub extern fn ImGuiViewportP_CalcWorkRectSize(pOut: [*c]ImVec2, self: [*c]ImGuiViewportP, off_min: ImVec2, off_max: ImVec2) void; +pub extern fn ImGuiViewportP_UpdateWorkRect(self: [*c]ImGuiViewportP) void; +pub extern fn ImGuiViewportP_GetMainRect(pOut: [*c]ImRect, self: [*c]ImGuiViewportP) void; +pub extern fn ImGuiViewportP_GetWorkRect(pOut: [*c]ImRect, self: [*c]ImGuiViewportP) void; +pub extern fn ImGuiViewportP_GetBuildWorkRect(pOut: [*c]ImRect, self: [*c]ImGuiViewportP) void; +pub extern fn ImGuiWindowSettings_ImGuiWindowSettings() [*c]ImGuiWindowSettings; +pub extern fn ImGuiWindowSettings_destroy(self: [*c]ImGuiWindowSettings) void; +pub extern fn ImGuiWindowSettings_GetName(self: [*c]ImGuiWindowSettings) [*c]u8; +pub extern fn ImGuiSettingsHandler_ImGuiSettingsHandler() [*c]ImGuiSettingsHandler; +pub extern fn ImGuiSettingsHandler_destroy(self: [*c]ImGuiSettingsHandler) void; +pub extern fn ImGuiMetricsConfig_ImGuiMetricsConfig() [*c]ImGuiMetricsConfig; +pub extern fn ImGuiMetricsConfig_destroy(self: [*c]ImGuiMetricsConfig) void; +pub extern fn ImGuiStackLevelInfo_ImGuiStackLevelInfo() ?*ImGuiStackLevelInfo; +pub extern fn ImGuiStackLevelInfo_destroy(self: ?*ImGuiStackLevelInfo) void; +pub extern fn ImGuiStackTool_ImGuiStackTool() [*c]ImGuiStackTool; +pub extern fn ImGuiStackTool_destroy(self: [*c]ImGuiStackTool) void; +pub extern fn ImGuiContextHook_ImGuiContextHook() [*c]ImGuiContextHook; +pub extern fn ImGuiContextHook_destroy(self: [*c]ImGuiContextHook) void; +pub extern fn ImGuiContext_ImGuiContext(shared_font_atlas: [*c]ImFontAtlas) [*c]ImGuiContext; +pub extern fn ImGuiContext_destroy(self: [*c]ImGuiContext) void; +pub extern fn ImGuiWindow_ImGuiWindow(context: [*c]ImGuiContext, name: [*c]const u8) ?*ImGuiWindow; +pub extern fn ImGuiWindow_destroy(self: ?*ImGuiWindow) void; +pub extern fn ImGuiWindow_GetID_Str(self: ?*ImGuiWindow, str: [*c]const u8, str_end: [*c]const u8) ImGuiID; +pub extern fn ImGuiWindow_GetID_Ptr(self: ?*ImGuiWindow, ptr: ?*const anyopaque) ImGuiID; +pub extern fn ImGuiWindow_GetID_Int(self: ?*ImGuiWindow, n: c_int) ImGuiID; +pub extern fn ImGuiWindow_GetIDFromRectangle(self: ?*ImGuiWindow, r_abs: ImRect) ImGuiID; +pub extern fn ImGuiWindow_Rect(pOut: [*c]ImRect, self: ?*ImGuiWindow) void; +pub extern fn ImGuiWindow_CalcFontSize(self: ?*ImGuiWindow) f32; +pub extern fn ImGuiWindow_TitleBarHeight(self: ?*ImGuiWindow) f32; +pub extern fn ImGuiWindow_TitleBarRect(pOut: [*c]ImRect, self: ?*ImGuiWindow) void; +pub extern fn ImGuiWindow_MenuBarHeight(self: ?*ImGuiWindow) f32; +pub extern fn ImGuiWindow_MenuBarRect(pOut: [*c]ImRect, self: ?*ImGuiWindow) void; +pub extern fn ImGuiTabItem_ImGuiTabItem() [*c]ImGuiTabItem; +pub extern fn ImGuiTabItem_destroy(self: [*c]ImGuiTabItem) void; +pub extern fn ImGuiTabBar_ImGuiTabBar() [*c]ImGuiTabBar; +pub extern fn ImGuiTabBar_destroy(self: [*c]ImGuiTabBar) void; +pub extern fn ImGuiTabBar_GetTabOrder(self: [*c]ImGuiTabBar, tab: [*c]const ImGuiTabItem) c_int; +pub extern fn ImGuiTabBar_GetTabName(self: [*c]ImGuiTabBar, tab: [*c]const ImGuiTabItem) [*c]const u8; +pub extern fn ImGuiTableColumn_ImGuiTableColumn() ?*ImGuiTableColumn; +pub extern fn ImGuiTableColumn_destroy(self: ?*ImGuiTableColumn) void; +pub extern fn ImGuiTableInstanceData_ImGuiTableInstanceData() [*c]ImGuiTableInstanceData; +pub extern fn ImGuiTableInstanceData_destroy(self: [*c]ImGuiTableInstanceData) void; +pub extern fn ImGuiTable_ImGuiTable() ?*ImGuiTable; +pub extern fn ImGuiTable_destroy(self: ?*ImGuiTable) void; +pub extern fn ImGuiTableTempData_ImGuiTableTempData() [*c]ImGuiTableTempData; +pub extern fn ImGuiTableTempData_destroy(self: [*c]ImGuiTableTempData) void; +pub extern fn ImGuiTableColumnSettings_ImGuiTableColumnSettings() ?*ImGuiTableColumnSettings; +pub extern fn ImGuiTableColumnSettings_destroy(self: ?*ImGuiTableColumnSettings) void; +pub extern fn ImGuiTableSettings_ImGuiTableSettings() [*c]ImGuiTableSettings; +pub extern fn ImGuiTableSettings_destroy(self: [*c]ImGuiTableSettings) void; +pub extern fn ImGuiTableSettings_GetColumnSettings(self: [*c]ImGuiTableSettings) ?*ImGuiTableColumnSettings; +pub extern fn igGetCurrentWindowRead() ?*ImGuiWindow; +pub extern fn igGetCurrentWindow() ?*ImGuiWindow; +pub extern fn igFindWindowByID(id: ImGuiID) ?*ImGuiWindow; +pub extern fn igFindWindowByName(name: [*c]const u8) ?*ImGuiWindow; +pub extern fn igUpdateWindowParentAndRootLinks(window: ?*ImGuiWindow, flags: ImGuiWindowFlags, parent_window: ?*ImGuiWindow) void; +pub extern fn igCalcWindowNextAutoFitSize(pOut: [*c]ImVec2, window: ?*ImGuiWindow) void; +pub extern fn igIsWindowChildOf(window: ?*ImGuiWindow, potential_parent: ?*ImGuiWindow, popup_hierarchy: bool, dock_hierarchy: bool) bool; +pub extern fn igIsWindowWithinBeginStackOf(window: ?*ImGuiWindow, potential_parent: ?*ImGuiWindow) bool; +pub extern fn igIsWindowAbove(potential_above: ?*ImGuiWindow, potential_below: ?*ImGuiWindow) bool; +pub extern fn igIsWindowNavFocusable(window: ?*ImGuiWindow) bool; +pub extern fn igSetWindowPos_WindowPtr(window: ?*ImGuiWindow, pos: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetWindowSize_WindowPtr(window: ?*ImGuiWindow, size: ImVec2, cond: ImGuiCond) void; +pub extern fn igSetWindowCollapsed_WindowPtr(window: ?*ImGuiWindow, collapsed: bool, cond: ImGuiCond) void; +pub extern fn igSetWindowHitTestHole(window: ?*ImGuiWindow, pos: ImVec2, size: ImVec2) void; +pub extern fn igWindowRectAbsToRel(pOut: [*c]ImRect, window: ?*ImGuiWindow, r: ImRect) void; +pub extern fn igWindowRectRelToAbs(pOut: [*c]ImRect, window: ?*ImGuiWindow, r: ImRect) void; +pub extern fn igFocusWindow(window: ?*ImGuiWindow) void; +pub extern fn igFocusTopMostWindowUnderOne(under_this_window: ?*ImGuiWindow, ignore_window: ?*ImGuiWindow) void; +pub extern fn igBringWindowToFocusFront(window: ?*ImGuiWindow) void; +pub extern fn igBringWindowToDisplayFront(window: ?*ImGuiWindow) void; +pub extern fn igBringWindowToDisplayBack(window: ?*ImGuiWindow) void; +pub extern fn igBringWindowToDisplayBehind(window: ?*ImGuiWindow, above_window: ?*ImGuiWindow) void; +pub extern fn igFindWindowDisplayIndex(window: ?*ImGuiWindow) c_int; +pub extern fn igFindBottomMostVisibleWindowWithinBeginStack(window: ?*ImGuiWindow) ?*ImGuiWindow; +pub extern fn igSetCurrentFont(font: [*c]ImFont) void; +pub extern fn igGetDefaultFont() [*c]ImFont; +pub extern fn igGetForegroundDrawList_WindowPtr(window: ?*ImGuiWindow) [*c]ImDrawList; +pub extern fn igInitialize() void; +pub extern fn igShutdown() void; +pub extern fn igUpdateInputEvents(trickle_fast_inputs: bool) void; +pub extern fn igUpdateHoveredWindowAndCaptureFlags() void; +pub extern fn igStartMouseMovingWindow(window: ?*ImGuiWindow) void; +pub extern fn igStartMouseMovingWindowOrNode(window: ?*ImGuiWindow, node: ?*ImGuiDockNode, undock_floating_node: bool) void; +pub extern fn igUpdateMouseMovingWindowNewFrame() void; +pub extern fn igUpdateMouseMovingWindowEndFrame() void; +pub extern fn igAddContextHook(context: [*c]ImGuiContext, hook: [*c]const ImGuiContextHook) ImGuiID; +pub extern fn igRemoveContextHook(context: [*c]ImGuiContext, hook_to_remove: ImGuiID) void; +pub extern fn igCallContextHooks(context: [*c]ImGuiContext, @"type": ImGuiContextHookType) void; +pub extern fn igTranslateWindowsInViewport(viewport: [*c]ImGuiViewportP, old_pos: ImVec2, new_pos: ImVec2) void; +pub extern fn igScaleWindowsInViewport(viewport: [*c]ImGuiViewportP, scale: f32) void; +pub extern fn igDestroyPlatformWindow(viewport: [*c]ImGuiViewportP) void; +pub extern fn igSetWindowViewport(window: ?*ImGuiWindow, viewport: [*c]ImGuiViewportP) void; +pub extern fn igSetCurrentViewport(window: ?*ImGuiWindow, viewport: [*c]ImGuiViewportP) void; +pub extern fn igGetViewportPlatformMonitor(viewport: [*c]ImGuiViewport) [*c]const ImGuiPlatformMonitor; +pub extern fn igFindHoveredViewportFromPlatformWindowStack(mouse_platform_pos: ImVec2) [*c]ImGuiViewportP; +pub extern fn igMarkIniSettingsDirty_Nil() void; +pub extern fn igMarkIniSettingsDirty_WindowPtr(window: ?*ImGuiWindow) void; +pub extern fn igClearIniSettings() void; +pub extern fn igCreateNewWindowSettings(name: [*c]const u8) [*c]ImGuiWindowSettings; +pub extern fn igFindWindowSettings(id: ImGuiID) [*c]ImGuiWindowSettings; +pub extern fn igFindOrCreateWindowSettings(name: [*c]const u8) [*c]ImGuiWindowSettings; +pub extern fn igAddSettingsHandler(handler: [*c]const ImGuiSettingsHandler) void; +pub extern fn igRemoveSettingsHandler(type_name: [*c]const u8) void; +pub extern fn igFindSettingsHandler(type_name: [*c]const u8) [*c]ImGuiSettingsHandler; +pub extern fn igSetNextWindowScroll(scroll: ImVec2) void; +pub extern fn igSetScrollX_WindowPtr(window: ?*ImGuiWindow, scroll_x: f32) void; +pub extern fn igSetScrollY_WindowPtr(window: ?*ImGuiWindow, scroll_y: f32) void; +pub extern fn igSetScrollFromPosX_WindowPtr(window: ?*ImGuiWindow, local_x: f32, center_x_ratio: f32) void; +pub extern fn igSetScrollFromPosY_WindowPtr(window: ?*ImGuiWindow, local_y: f32, center_y_ratio: f32) void; +pub extern fn igScrollToItem(flags: ImGuiScrollFlags) void; +pub extern fn igScrollToRect(window: ?*ImGuiWindow, rect: ImRect, flags: ImGuiScrollFlags) void; +pub extern fn igScrollToRectEx(pOut: [*c]ImVec2, window: ?*ImGuiWindow, rect: ImRect, flags: ImGuiScrollFlags) void; +pub extern fn igScrollToBringRectIntoView(window: ?*ImGuiWindow, rect: ImRect) void; +pub extern fn igGetItemID() ImGuiID; +pub extern fn igGetItemStatusFlags() ImGuiItemStatusFlags; +pub extern fn igGetItemFlags() ImGuiItemFlags; +pub extern fn igGetActiveID() ImGuiID; +pub extern fn igGetFocusID() ImGuiID; +pub extern fn igSetActiveID(id: ImGuiID, window: ?*ImGuiWindow) void; +pub extern fn igSetFocusID(id: ImGuiID, window: ?*ImGuiWindow) void; +pub extern fn igClearActiveID() void; +pub extern fn igGetHoveredID() ImGuiID; +pub extern fn igSetHoveredID(id: ImGuiID) void; +pub extern fn igKeepAliveID(id: ImGuiID) void; +pub extern fn igMarkItemEdited(id: ImGuiID) void; +pub extern fn igPushOverrideID(id: ImGuiID) void; +pub extern fn igGetIDWithSeed(str_id_begin: [*c]const u8, str_id_end: [*c]const u8, seed: ImGuiID) ImGuiID; +pub extern fn igItemSize_Vec2(size: ImVec2, text_baseline_y: f32) void; +pub extern fn igItemSize_Rect(bb: ImRect, text_baseline_y: f32) void; +pub extern fn igItemAdd(bb: ImRect, id: ImGuiID, nav_bb: [*c]const ImRect, extra_flags: ImGuiItemFlags) bool; +pub extern fn igItemHoverable(bb: ImRect, id: ImGuiID) bool; +pub extern fn igIsClippedEx(bb: ImRect, id: ImGuiID) bool; +pub extern fn igSetLastItemData(item_id: ImGuiID, in_flags: ImGuiItemFlags, status_flags: ImGuiItemStatusFlags, item_rect: ImRect) void; +pub extern fn igCalcItemSize(pOut: [*c]ImVec2, size: ImVec2, default_w: f32, default_h: f32) void; +pub extern fn igCalcWrapWidthForPos(pos: ImVec2, wrap_pos_x: f32) f32; +pub extern fn igPushMultiItemsWidths(components: c_int, width_full: f32) void; +pub extern fn igIsItemToggledSelection() bool; +pub extern fn igGetContentRegionMaxAbs(pOut: [*c]ImVec2) void; +pub extern fn igShrinkWidths(items: [*c]ImGuiShrinkWidthItem, count: c_int, width_excess: f32) void; +pub extern fn igPushItemFlag(option: ImGuiItemFlags, enabled: bool) void; +pub extern fn igPopItemFlag() void; +pub extern fn igLogBegin(@"type": ImGuiLogType, auto_open_depth: c_int) void; +pub extern fn igLogToBuffer(auto_open_depth: c_int) void; +pub extern fn igLogRenderedText(ref_pos: [*c]const ImVec2, text: [*c]const u8, text_end: [*c]const u8) void; +pub extern fn igLogSetNextTextDecoration(prefix: [*c]const u8, suffix: [*c]const u8) void; +pub extern fn igBeginChildEx(name: [*c]const u8, id: ImGuiID, size_arg: ImVec2, border: bool, flags: ImGuiWindowFlags) bool; +pub extern fn igOpenPopupEx(id: ImGuiID, popup_flags: ImGuiPopupFlags) void; +pub extern fn igClosePopupToLevel(remaining: c_int, restore_focus_to_window_under_popup: bool) void; +pub extern fn igClosePopupsOverWindow(ref_window: ?*ImGuiWindow, restore_focus_to_window_under_popup: bool) void; +pub extern fn igClosePopupsExceptModals() void; +pub extern fn igIsPopupOpen_ID(id: ImGuiID, popup_flags: ImGuiPopupFlags) bool; +pub extern fn igBeginPopupEx(id: ImGuiID, extra_flags: ImGuiWindowFlags) bool; +pub extern fn igBeginTooltipEx(tooltip_flags: ImGuiTooltipFlags, extra_window_flags: ImGuiWindowFlags) void; +pub extern fn igGetPopupAllowedExtentRect(pOut: [*c]ImRect, window: ?*ImGuiWindow) void; +pub extern fn igGetTopMostPopupModal() ?*ImGuiWindow; +pub extern fn igGetTopMostAndVisiblePopupModal() ?*ImGuiWindow; +pub extern fn igFindBestWindowPosForPopup(pOut: [*c]ImVec2, window: ?*ImGuiWindow) void; +pub extern fn igFindBestWindowPosForPopupEx(pOut: [*c]ImVec2, ref_pos: ImVec2, size: ImVec2, last_dir: [*c]ImGuiDir, r_outer: ImRect, r_avoid: ImRect, policy: ImGuiPopupPositionPolicy) void; +pub extern fn igBeginViewportSideBar(name: [*c]const u8, viewport: [*c]ImGuiViewport, dir: ImGuiDir, size: f32, window_flags: ImGuiWindowFlags) bool; +pub extern fn igBeginMenuEx(label: [*c]const u8, icon: [*c]const u8, enabled: bool) bool; +pub extern fn igMenuItemEx(label: [*c]const u8, icon: [*c]const u8, shortcut: [*c]const u8, selected: bool, enabled: bool) bool; +pub extern fn igBeginComboPopup(popup_id: ImGuiID, bb: ImRect, flags: ImGuiComboFlags) bool; +pub extern fn igBeginComboPreview() bool; +pub extern fn igEndComboPreview() void; +pub extern fn igNavInitWindow(window: ?*ImGuiWindow, force_reinit: bool) void; +pub extern fn igNavInitRequestApplyResult() void; +pub extern fn igNavMoveRequestButNoResultYet() bool; +pub extern fn igNavMoveRequestSubmit(move_dir: ImGuiDir, clip_dir: ImGuiDir, move_flags: ImGuiNavMoveFlags, scroll_flags: ImGuiScrollFlags) void; +pub extern fn igNavMoveRequestForward(move_dir: ImGuiDir, clip_dir: ImGuiDir, move_flags: ImGuiNavMoveFlags, scroll_flags: ImGuiScrollFlags) void; +pub extern fn igNavMoveRequestResolveWithLastItem(result: [*c]ImGuiNavItemData) void; +pub extern fn igNavMoveRequestCancel() void; +pub extern fn igNavMoveRequestApplyResult() void; +pub extern fn igNavMoveRequestTryWrapping(window: ?*ImGuiWindow, move_flags: ImGuiNavMoveFlags) void; +pub extern fn igGetNavInputName(n: ImGuiNavInput) [*c]const u8; +pub extern fn igGetNavInputAmount(n: ImGuiNavInput, mode: ImGuiNavReadMode) f32; +pub extern fn igGetNavInputAmount2d(pOut: [*c]ImVec2, dir_sources: ImGuiNavDirSourceFlags, mode: ImGuiNavReadMode, slow_factor: f32, fast_factor: f32) void; +pub extern fn igCalcTypematicRepeatAmount(t0: f32, t1: f32, repeat_delay: f32, repeat_rate: f32) c_int; +pub extern fn igActivateItem(id: ImGuiID) void; +pub extern fn igSetNavWindow(window: ?*ImGuiWindow) void; +pub extern fn igSetNavID(id: ImGuiID, nav_layer: ImGuiNavLayer, focus_scope_id: ImGuiID, rect_rel: ImRect) void; +pub extern fn igPushFocusScope(id: ImGuiID) void; +pub extern fn igPopFocusScope() void; +pub extern fn igGetFocusedFocusScope() ImGuiID; +pub extern fn igGetFocusScope() ImGuiID; +pub extern fn igIsNamedKey(key: ImGuiKey) bool; +pub extern fn igIsLegacyKey(key: ImGuiKey) bool; +pub extern fn igIsGamepadKey(key: ImGuiKey) bool; +pub extern fn igGetKeyData(key: ImGuiKey) [*c]ImGuiKeyData; +pub extern fn igSetItemUsingMouseWheel() void; +pub extern fn igSetActiveIdUsingNavAndKeys() void; +pub extern fn igIsActiveIdUsingNavDir(dir: ImGuiDir) bool; +pub extern fn igIsActiveIdUsingNavInput(input: ImGuiNavInput) bool; +pub extern fn igIsActiveIdUsingKey(key: ImGuiKey) bool; +pub extern fn igSetActiveIdUsingKey(key: ImGuiKey) void; +pub extern fn igIsMouseDragPastThreshold(button: ImGuiMouseButton, lock_threshold: f32) bool; +pub extern fn igIsNavInputDown(n: ImGuiNavInput) bool; +pub extern fn igIsNavInputTest(n: ImGuiNavInput, rm: ImGuiNavReadMode) bool; +pub extern fn igGetMergedModFlags() ImGuiModFlags; +pub extern fn igIsKeyPressedMap(key: ImGuiKey, repeat: bool) bool; +pub extern fn igDockContextInitialize(ctx: [*c]ImGuiContext) void; +pub extern fn igDockContextShutdown(ctx: [*c]ImGuiContext) void; +pub extern fn igDockContextClearNodes(ctx: [*c]ImGuiContext, root_id: ImGuiID, clear_settings_refs: bool) void; +pub extern fn igDockContextRebuildNodes(ctx: [*c]ImGuiContext) void; +pub extern fn igDockContextNewFrameUpdateUndocking(ctx: [*c]ImGuiContext) void; +pub extern fn igDockContextNewFrameUpdateDocking(ctx: [*c]ImGuiContext) void; +pub extern fn igDockContextEndFrame(ctx: [*c]ImGuiContext) void; +pub extern fn igDockContextGenNodeID(ctx: [*c]ImGuiContext) ImGuiID; +pub extern fn igDockContextQueueDock(ctx: [*c]ImGuiContext, target: ?*ImGuiWindow, target_node: ?*ImGuiDockNode, payload: ?*ImGuiWindow, split_dir: ImGuiDir, split_ratio: f32, split_outer: bool) void; +pub extern fn igDockContextQueueUndockWindow(ctx: [*c]ImGuiContext, window: ?*ImGuiWindow) void; +pub extern fn igDockContextQueueUndockNode(ctx: [*c]ImGuiContext, node: ?*ImGuiDockNode) void; +pub extern fn igDockContextCalcDropPosForDocking(target: ?*ImGuiWindow, target_node: ?*ImGuiDockNode, payload: ?*ImGuiWindow, split_dir: ImGuiDir, split_outer: bool, out_pos: [*c]ImVec2) bool; +pub extern fn igDockNodeBeginAmendTabBar(node: ?*ImGuiDockNode) bool; +pub extern fn igDockNodeEndAmendTabBar() void; +pub extern fn igDockNodeGetRootNode(node: ?*ImGuiDockNode) ?*ImGuiDockNode; +pub extern fn igDockNodeIsInHierarchyOf(node: ?*ImGuiDockNode, parent: ?*ImGuiDockNode) bool; +pub extern fn igDockNodeGetDepth(node: ?*const ImGuiDockNode) c_int; +pub extern fn igDockNodeGetWindowMenuButtonId(node: ?*const ImGuiDockNode) ImGuiID; +pub extern fn igGetWindowDockNode() ?*ImGuiDockNode; +pub extern fn igGetWindowAlwaysWantOwnTabBar(window: ?*ImGuiWindow) bool; +pub extern fn igBeginDocked(window: ?*ImGuiWindow, p_open: [*c]bool) void; +pub extern fn igBeginDockableDragDropSource(window: ?*ImGuiWindow) void; +pub extern fn igBeginDockableDragDropTarget(window: ?*ImGuiWindow) void; +pub extern fn igSetWindowDock(window: ?*ImGuiWindow, dock_id: ImGuiID, cond: ImGuiCond) void; +pub extern fn igDockBuilderDockWindow(window_name: [*c]const u8, node_id: ImGuiID) void; +pub extern fn igDockBuilderGetNode(node_id: ImGuiID) ?*ImGuiDockNode; +pub extern fn igDockBuilderGetCentralNode(node_id: ImGuiID) ?*ImGuiDockNode; +pub extern fn igDockBuilderAddNode(node_id: ImGuiID, flags: ImGuiDockNodeFlags) ImGuiID; +pub extern fn igDockBuilderRemoveNode(node_id: ImGuiID) void; +pub extern fn igDockBuilderRemoveNodeDockedWindows(node_id: ImGuiID, clear_settings_refs: bool) void; +pub extern fn igDockBuilderRemoveNodeChildNodes(node_id: ImGuiID) void; +pub extern fn igDockBuilderSetNodePos(node_id: ImGuiID, pos: ImVec2) void; +pub extern fn igDockBuilderSetNodeSize(node_id: ImGuiID, size: ImVec2) void; +pub extern fn igDockBuilderSplitNode(node_id: ImGuiID, split_dir: ImGuiDir, size_ratio_for_node_at_dir: f32, out_id_at_dir: [*c]ImGuiID, out_id_at_opposite_dir: [*c]ImGuiID) ImGuiID; +pub extern fn igDockBuilderCopyDockSpace(src_dockspace_id: ImGuiID, dst_dockspace_id: ImGuiID, in_window_remap_pairs: [*c]ImVector_const_charPtr) void; +pub extern fn igDockBuilderCopyNode(src_node_id: ImGuiID, dst_node_id: ImGuiID, out_node_remap_pairs: [*c]ImVector_ImGuiID) void; +pub extern fn igDockBuilderCopyWindowSettings(src_name: [*c]const u8, dst_name: [*c]const u8) void; +pub extern fn igDockBuilderFinish(node_id: ImGuiID) void; +pub extern fn igIsDragDropActive() bool; +pub extern fn igBeginDragDropTargetCustom(bb: ImRect, id: ImGuiID) bool; +pub extern fn igClearDragDrop() void; +pub extern fn igIsDragDropPayloadBeingAccepted() bool; +pub extern fn igSetWindowClipRectBeforeSetChannel(window: ?*ImGuiWindow, clip_rect: ImRect) void; +pub extern fn igBeginColumns(str_id: [*c]const u8, count: c_int, flags: ImGuiOldColumnFlags) void; +pub extern fn igEndColumns() void; +pub extern fn igPushColumnClipRect(column_index: c_int) void; +pub extern fn igPushColumnsBackground() void; +pub extern fn igPopColumnsBackground() void; +pub extern fn igGetColumnsID(str_id: [*c]const u8, count: c_int) ImGuiID; +pub extern fn igFindOrCreateColumns(window: ?*ImGuiWindow, id: ImGuiID) [*c]ImGuiOldColumns; +pub extern fn igGetColumnOffsetFromNorm(columns: [*c]const ImGuiOldColumns, offset_norm: f32) f32; +pub extern fn igGetColumnNormFromOffset(columns: [*c]const ImGuiOldColumns, offset: f32) f32; +pub extern fn igTableOpenContextMenu(column_n: c_int) void; +pub extern fn igTableSetColumnWidth(column_n: c_int, width: f32) void; +pub extern fn igTableSetColumnSortDirection(column_n: c_int, sort_direction: ImGuiSortDirection, append_to_sort_specs: bool) void; +pub extern fn igTableGetHoveredColumn() c_int; +pub extern fn igTableGetHeaderRowHeight() f32; +pub extern fn igTablePushBackgroundChannel() void; +pub extern fn igTablePopBackgroundChannel() void; +pub extern fn igGetCurrentTable() ?*ImGuiTable; +pub extern fn igTableFindByID(id: ImGuiID) ?*ImGuiTable; +pub extern fn igBeginTableEx(name: [*c]const u8, id: ImGuiID, columns_count: c_int, flags: ImGuiTableFlags, outer_size: ImVec2, inner_width: f32) bool; +pub extern fn igTableBeginInitMemory(table: ?*ImGuiTable, columns_count: c_int) void; +pub extern fn igTableBeginApplyRequests(table: ?*ImGuiTable) void; +pub extern fn igTableSetupDrawChannels(table: ?*ImGuiTable) void; +pub extern fn igTableUpdateLayout(table: ?*ImGuiTable) void; +pub extern fn igTableUpdateBorders(table: ?*ImGuiTable) void; +pub extern fn igTableUpdateColumnsWeightFromWidth(table: ?*ImGuiTable) void; +pub extern fn igTableDrawBorders(table: ?*ImGuiTable) void; +pub extern fn igTableDrawContextMenu(table: ?*ImGuiTable) void; +pub extern fn igTableMergeDrawChannels(table: ?*ImGuiTable) void; +pub extern fn igTableGetInstanceData(table: ?*ImGuiTable, instance_no: c_int) [*c]ImGuiTableInstanceData; +pub extern fn igTableSortSpecsSanitize(table: ?*ImGuiTable) void; +pub extern fn igTableSortSpecsBuild(table: ?*ImGuiTable) void; +pub extern fn igTableGetColumnNextSortDirection(column: ?*ImGuiTableColumn) ImGuiSortDirection; +pub extern fn igTableFixColumnSortDirection(table: ?*ImGuiTable, column: ?*ImGuiTableColumn) void; +pub extern fn igTableGetColumnWidthAuto(table: ?*ImGuiTable, column: ?*ImGuiTableColumn) f32; +pub extern fn igTableBeginRow(table: ?*ImGuiTable) void; +pub extern fn igTableEndRow(table: ?*ImGuiTable) void; +pub extern fn igTableBeginCell(table: ?*ImGuiTable, column_n: c_int) void; +pub extern fn igTableEndCell(table: ?*ImGuiTable) void; +pub extern fn igTableGetCellBgRect(pOut: [*c]ImRect, table: ?*const ImGuiTable, column_n: c_int) void; +pub extern fn igTableGetColumnName_TablePtr(table: ?*const ImGuiTable, column_n: c_int) [*c]const u8; +pub extern fn igTableGetColumnResizeID(table: ?*const ImGuiTable, column_n: c_int, instance_no: c_int) ImGuiID; +pub extern fn igTableGetMaxColumnWidth(table: ?*const ImGuiTable, column_n: c_int) f32; +pub extern fn igTableSetColumnWidthAutoSingle(table: ?*ImGuiTable, column_n: c_int) void; +pub extern fn igTableSetColumnWidthAutoAll(table: ?*ImGuiTable) void; +pub extern fn igTableRemove(table: ?*ImGuiTable) void; +pub extern fn igTableGcCompactTransientBuffers_TablePtr(table: ?*ImGuiTable) void; +pub extern fn igTableGcCompactTransientBuffers_TableTempDataPtr(table: [*c]ImGuiTableTempData) void; +pub extern fn igTableGcCompactSettings() void; +pub extern fn igTableLoadSettings(table: ?*ImGuiTable) void; +pub extern fn igTableSaveSettings(table: ?*ImGuiTable) void; +pub extern fn igTableResetSettings(table: ?*ImGuiTable) void; +pub extern fn igTableGetBoundSettings(table: ?*ImGuiTable) [*c]ImGuiTableSettings; +pub extern fn igTableSettingsAddSettingsHandler() void; +pub extern fn igTableSettingsCreate(id: ImGuiID, columns_count: c_int) [*c]ImGuiTableSettings; +pub extern fn igTableSettingsFindByID(id: ImGuiID) [*c]ImGuiTableSettings; +pub extern fn igBeginTabBarEx(tab_bar: [*c]ImGuiTabBar, bb: ImRect, flags: ImGuiTabBarFlags, dock_node: ?*ImGuiDockNode) bool; +pub extern fn igTabBarFindTabByID(tab_bar: [*c]ImGuiTabBar, tab_id: ImGuiID) [*c]ImGuiTabItem; +pub extern fn igTabBarFindMostRecentlySelectedTabForActiveWindow(tab_bar: [*c]ImGuiTabBar) [*c]ImGuiTabItem; +pub extern fn igTabBarAddTab(tab_bar: [*c]ImGuiTabBar, tab_flags: ImGuiTabItemFlags, window: ?*ImGuiWindow) void; +pub extern fn igTabBarRemoveTab(tab_bar: [*c]ImGuiTabBar, tab_id: ImGuiID) void; +pub extern fn igTabBarCloseTab(tab_bar: [*c]ImGuiTabBar, tab: [*c]ImGuiTabItem) void; +pub extern fn igTabBarQueueReorder(tab_bar: [*c]ImGuiTabBar, tab: [*c]const ImGuiTabItem, offset: c_int) void; +pub extern fn igTabBarQueueReorderFromMousePos(tab_bar: [*c]ImGuiTabBar, tab: [*c]const ImGuiTabItem, mouse_pos: ImVec2) void; +pub extern fn igTabBarProcessReorder(tab_bar: [*c]ImGuiTabBar) bool; +pub extern fn igTabItemEx(tab_bar: [*c]ImGuiTabBar, label: [*c]const u8, p_open: [*c]bool, flags: ImGuiTabItemFlags, docked_window: ?*ImGuiWindow) bool; +pub extern fn igTabItemCalcSize(pOut: [*c]ImVec2, label: [*c]const u8, has_close_button: bool) void; +pub extern fn igTabItemBackground(draw_list: [*c]ImDrawList, bb: ImRect, flags: ImGuiTabItemFlags, col: ImU32) void; +pub extern fn igTabItemLabelAndCloseButton(draw_list: [*c]ImDrawList, bb: ImRect, flags: ImGuiTabItemFlags, frame_padding: ImVec2, label: [*c]const u8, tab_id: ImGuiID, close_button_id: ImGuiID, is_contents_visible: bool, out_just_closed: [*c]bool, out_text_clipped: [*c]bool +) void; +pub extern fn igRenderText(pos: ImVec2, text: [*c]const u8, text_end: [*c]const u8, hide_text_after_hash: bool) void; +pub extern fn igRenderTextWrapped(pos: ImVec2, text: [*c]const u8, text_end: [*c]const u8, wrap_width: f32) void; +pub extern fn igRenderTextClipped(pos_min: ImVec2, pos_max: ImVec2, text: [*c]const u8, text_end: [*c]const u8, text_size_if_known: [*c]const ImVec2, @"align": ImVec2, clip_rect: [*c]const ImRect) void; +pub extern fn igRenderTextClippedEx(draw_list: [*c]ImDrawList, pos_min: ImVec2, pos_max: ImVec2, text: [*c]const u8, text_end: [*c]const u8, text_size_if_known: [*c]const ImVec2, @"align": ImVec2, clip_rect: [*c]const ImRect) void; +pub extern fn igRenderTextEllipsis(draw_list: [*c]ImDrawList, pos_min: ImVec2, pos_max: ImVec2, clip_max_x: f32, ellipsis_max_x: f32, text: [*c]const u8, text_end: [*c]const u8, text_size_if_known: [*c]const ImVec2) void; +pub extern fn igRenderFrame(p_min: ImVec2, p_max: ImVec2, fill_col: ImU32, border: bool, rounding: f32) void; +pub extern fn igRenderFrameBorder(p_min: ImVec2, p_max: ImVec2, rounding: f32) void; +pub extern fn igRenderColorRectWithAlphaCheckerboard(draw_list: [*c]ImDrawList, p_min: ImVec2, p_max: ImVec2, fill_col: ImU32, grid_step: f32, grid_off: ImVec2, rounding: f32, flags: ImDrawFlags) void; +pub extern fn igRenderNavHighlight(bb: ImRect, id: ImGuiID, flags: ImGuiNavHighlightFlags) void; +pub extern fn igFindRenderedTextEnd(text: [*c]const u8, text_end: [*c]const u8) [*c]const u8; +pub extern fn igRenderMouseCursor(pos: ImVec2, scale: f32, mouse_cursor: ImGuiMouseCursor, col_fill: ImU32, col_border: ImU32, col_shadow: ImU32) void; +pub extern fn igRenderArrow(draw_list: [*c]ImDrawList, pos: ImVec2, col: ImU32, dir: ImGuiDir, scale: f32) void; +pub extern fn igRenderBullet(draw_list: [*c]ImDrawList, pos: ImVec2, col: ImU32) void; +pub extern fn igRenderCheckMark(draw_list: [*c]ImDrawList, pos: ImVec2, col: ImU32, sz: f32) void; +pub extern fn igRenderArrowPointingAt(draw_list: [*c]ImDrawList, pos: ImVec2, half_sz: ImVec2, direction: ImGuiDir, col: ImU32) void; +pub extern fn igRenderArrowDockMenu(draw_list: [*c]ImDrawList, p_min: ImVec2, sz: f32, col: ImU32) void; +pub extern fn igRenderRectFilledRangeH(draw_list: [*c]ImDrawList, rect: ImRect, col: ImU32, x_start_norm: f32, x_end_norm: f32, rounding: f32) void; +pub extern fn igRenderRectFilledWithHole(draw_list: [*c]ImDrawList, outer: ImRect, inner: ImRect, col: ImU32, rounding: f32) void; +pub extern fn igCalcRoundingFlagsForRectInRect(r_in: ImRect, r_outer: ImRect, threshold: f32) ImDrawFlags; +pub extern fn igTextEx(text: [*c]const u8, text_end: [*c]const u8, flags: ImGuiTextFlags) void; +pub extern fn igButtonEx(label: [*c]const u8, size_arg: ImVec2, flags: ImGuiButtonFlags) bool; +pub extern fn igCloseButton(id: ImGuiID, pos: ImVec2) bool; +pub extern fn igCollapseButton(id: ImGuiID, pos: ImVec2, dock_node: ?*ImGuiDockNode) bool; +pub extern fn igArrowButtonEx(str_id: [*c]const u8, dir: ImGuiDir, size_arg: ImVec2, flags: ImGuiButtonFlags) bool; +pub extern fn igScrollbar(axis: ImGuiAxis) void; +pub extern fn igScrollbarEx(bb: ImRect, id: ImGuiID, axis: ImGuiAxis, p_scroll_v: [*c]ImS64, avail_v: ImS64, contents_v: ImS64, flags: ImDrawFlags) bool; +pub extern fn igImageButtonEx(id: ImGuiID, texture_id: ImTextureID, size: ImVec2, uv0: ImVec2, uv1: ImVec2, padding: ImVec2, bg_col: ImVec4, tint_col: ImVec4) bool; +pub extern fn igGetWindowScrollbarRect(pOut: [*c]ImRect, window: ?*ImGuiWindow, axis: ImGuiAxis) void; +pub extern fn igGetWindowScrollbarID(window: ?*ImGuiWindow, axis: ImGuiAxis) ImGuiID; +pub extern fn igGetWindowResizeCornerID(window: ?*ImGuiWindow, n: c_int) ImGuiID; +pub extern fn igGetWindowResizeBorderID(window: ?*ImGuiWindow, dir: ImGuiDir) ImGuiID; +pub extern fn igSeparatorEx(flags: ImGuiSeparatorFlags) void; +pub extern fn igCheckboxFlags_S64Ptr(label: [*c]const u8, flags: [*c]ImS64, flags_value: ImS64) bool; +pub extern fn igCheckboxFlags_U64Ptr(label: [*c]const u8, flags: [*c]ImU64, flags_value: ImU64) bool; +pub extern fn igButtonBehavior(bb: ImRect, id: ImGuiID, out_hovered: [*c]bool, out_held: [*c]bool, flags: ImGuiButtonFlags) bool; +pub extern fn igDragBehavior(id: ImGuiID, data_type: ImGuiDataType, p_v: ?*anyopaque, v_speed: f32, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags) bool; +pub extern fn igSliderBehavior(bb: ImRect, id: ImGuiID, data_type: ImGuiDataType, p_v: ?*anyopaque, p_min: ?*const anyopaque, p_max: ?*const anyopaque, format: [*c]const u8, flags: ImGuiSliderFlags, out_grab_bb: [*c]ImRect) bool; +pub extern fn igSplitterBehavior(bb: ImRect, id: ImGuiID, axis: ImGuiAxis, size1: [*c]f32, size2: [*c]f32, min_size1: f32, min_size2: f32, hover_extend: f32, hover_visibility_delay: f32, bg_col: ImU32) bool; +pub extern fn igTreeNodeBehavior(id: ImGuiID, flags: ImGuiTreeNodeFlags, label: [*c]const u8, label_end: [*c]const u8) bool; +pub extern fn igTreeNodeBehaviorIsOpen(id: ImGuiID, flags: ImGuiTreeNodeFlags) bool; +pub extern fn igTreePushOverrideID(id: ImGuiID) void; +pub extern fn igDataTypeGetInfo(data_type: ImGuiDataType) [*c]const ImGuiDataTypeInfo; +pub extern fn igDataTypeFormatString(buf: [*c]u8, buf_size: c_int, data_type: ImGuiDataType, p_data: ?*const anyopaque, format: [*c]const u8) c_int; +pub extern fn igDataTypeApplyOp(data_type: ImGuiDataType, op: c_int, output: ?*anyopaque, arg_1: ?*const anyopaque, arg_2: ?*const anyopaque) void; +pub extern fn igDataTypeApplyFromText(buf: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, format: [*c]const u8) bool; +pub extern fn igDataTypeCompare(data_type: ImGuiDataType, arg_1: ?*const anyopaque, arg_2: ?*const anyopaque) c_int; +pub extern fn igDataTypeClamp(data_type: ImGuiDataType, p_data: ?*anyopaque, p_min: ?*const anyopaque, p_max: ?*const anyopaque) bool; +pub extern fn igInputTextEx(label: [*c]const u8, hint: [*c]const u8, buf: [*c]u8, buf_size: c_int, size_arg: ImVec2, flags: ImGuiInputTextFlags, callback: ImGuiInputTextCallback, user_data: ?*anyopaque) bool; +pub extern fn igTempInputText(bb: ImRect, id: ImGuiID, label: [*c]const u8, buf: [*c]u8, buf_size: c_int, flags: ImGuiInputTextFlags) bool; +pub extern fn igTempInputScalar(bb: ImRect, id: ImGuiID, label: [*c]const u8, data_type: ImGuiDataType, p_data: ?*anyopaque, format: [*c]const u8, p_clamp_min: ?*const anyopaque, p_clamp_max: ?*const anyopaque) bool; +pub extern fn igTempInputIsActive(id: ImGuiID) bool; +pub extern fn igGetInputTextState(id: ImGuiID) [*c]ImGuiInputTextState; +pub extern fn igColorTooltip(text: [*c]const u8, col: [*c]const f32, flags: ImGuiColorEditFlags) void; +pub extern fn igColorEditOptionsPopup(col: [*c]const f32, flags: ImGuiColorEditFlags) void; +pub extern fn igColorPickerOptionsPopup(ref_col: [*c]const f32, flags: ImGuiColorEditFlags) void; +pub extern fn igPlotEx(plot_type: ImGuiPlotType, label: [*c]const u8, values_getter: ?*const fn (?*anyopaque, c_int) callconv(.C) f32, data: ?*anyopaque, values_count: c_int, values_offset: c_int, overlay_text: [*c]const u8, scale_min: f32, scale_max: f32, frame_size: ImVec2 +) c_int; +pub extern fn igShadeVertsLinearColorGradientKeepAlpha(draw_list: [*c]ImDrawList, vert_start_idx: c_int, vert_end_idx: c_int, gradient_p0: ImVec2, gradient_p1: ImVec2, col0: ImU32, col1: ImU32) void; +pub extern fn igShadeVertsLinearUV(draw_list: [*c]ImDrawList, vert_start_idx: c_int, vert_end_idx: c_int, a: ImVec2, b: ImVec2, uv_a: ImVec2, uv_b: ImVec2, clamp: bool) void; +pub extern fn igGcCompactTransientMiscBuffers() void; +pub extern fn igGcCompactTransientWindowBuffers(window: ?*ImGuiWindow) void; +pub extern fn igGcAwakeTransientWindowBuffers(window: ?*ImGuiWindow) void; +pub extern fn igDebugLog(fmt: [*c]const u8, ...) void; +pub extern fn igDebugLogV(fmt: [*c]const u8, args: va_list) void; +pub extern fn igErrorCheckEndFrameRecover(log_callback: ImGuiErrorLogCallback, user_data: ?*anyopaque) void; +pub extern fn igErrorCheckEndWindowRecover(log_callback: ImGuiErrorLogCallback, user_data: ?*anyopaque) void; +pub extern fn igDebugDrawItemRect(col: ImU32) void; +pub extern fn igDebugStartItemPicker() void; +pub extern fn igShowFontAtlas(atlas: [*c]ImFontAtlas) void; +pub extern fn igDebugHookIdInfo(id: ImGuiID, data_type: ImGuiDataType, data_id: ?*const anyopaque, data_id_end: ?*const anyopaque) void; +pub extern fn igDebugNodeColumns(columns: [*c]ImGuiOldColumns) void; +pub extern fn igDebugNodeDockNode(node: ?*ImGuiDockNode, label: [*c]const u8) void; +pub extern fn igDebugNodeDrawList(window: ?*ImGuiWindow, viewport: [*c]ImGuiViewportP, draw_list: [*c]const ImDrawList, label: [*c]const u8) void; +pub extern fn igDebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list: [*c]ImDrawList, draw_list: [*c]const ImDrawList, draw_cmd: [*c]const ImDrawCmd, show_mesh: bool, show_aabb: bool) void; +pub extern fn igDebugNodeFont(font: [*c]ImFont) void; +pub extern fn igDebugNodeFontGlyph(font: [*c]ImFont, glyph: ?*const ImFontGlyph) void; +pub extern fn igDebugNodeStorage(storage: [*c]ImGuiStorage, label: [*c]const u8) void; +pub extern fn igDebugNodeTabBar(tab_bar: [*c]ImGuiTabBar, label: [*c]const u8) void; +pub extern fn igDebugNodeTable(table: ?*ImGuiTable) void; +pub extern fn igDebugNodeTableSettings(settings: [*c]ImGuiTableSettings) void; +pub extern fn igDebugNodeInputTextState(state: [*c]ImGuiInputTextState) void; +pub extern fn igDebugNodeWindow(window: ?*ImGuiWindow, label: [*c]const u8) void; +pub extern fn igDebugNodeWindowSettings(settings: [*c]ImGuiWindowSettings) void; +pub extern fn igDebugNodeWindowsList(windows: [*c]ImVector_ImGuiWindowPtr, label: [*c]const u8) void; +pub extern fn igDebugNodeWindowsListByBeginStackParent(windows: [*c]?*ImGuiWindow, windows_size: c_int, parent_in_begin_stack: ?*ImGuiWindow) void; +pub extern fn igDebugNodeViewport(viewport: [*c]ImGuiViewportP) void; +pub extern fn igDebugRenderViewportThumbnail(draw_list: [*c]ImDrawList, viewport: [*c]ImGuiViewportP, bb: ImRect) void; +pub extern fn igImFontAtlasGetBuilderForStbTruetype() [*c]const ImFontBuilderIO; +pub extern fn igImFontAtlasBuildInit(atlas: [*c]ImFontAtlas) void; +pub extern fn igImFontAtlasBuildSetupFont(atlas: [*c]ImFontAtlas, font: [*c]ImFont, font_config: [*c]ImFontConfig, ascent: f32, descent: f32) void; +pub extern fn igImFontAtlasBuildPackCustomRects(atlas: [*c]ImFontAtlas, stbrp_context_opaque: ?*anyopaque) void; +pub extern fn igImFontAtlasBuildFinish(atlas: [*c]ImFontAtlas) void; +pub extern fn igImFontAtlasBuildRender8bppRectFromString(atlas: [*c]ImFontAtlas, x: c_int, y: c_int, w: c_int, h: c_int, in_str: [*c]const u8, in_marker_char: u8, in_marker_pixel_value: u8) void; +pub extern fn igImFontAtlasBuildRender32bppRectFromString(atlas: [*c]ImFontAtlas, x: c_int, y: c_int, w: c_int, h: c_int, in_str: [*c]const u8, in_marker_char: u8, in_marker_pixel_value: c_uint) void; +pub extern fn igImFontAtlasBuildMultiplyCalcLookupTable(out_table: [*c]u8, in_multiply_factor: f32) void; +pub extern fn igImFontAtlasBuildMultiplyRectAlpha8(table: [*c]const u8, pixels: [*c]u8, x: c_int, y: c_int, w: c_int, h: c_int, stride: c_int) void; +pub extern fn igLogText(fmt: [*c]const u8, ...) void; +pub extern fn ImGuiTextBuffer_appendf(buffer: [*c]struct_ImGuiTextBuffer, fmt: [*c]const u8, ...) void; +pub extern fn igGET_FLT_MAX() f32; +pub extern fn igGET_FLT_MIN() f32; +pub extern fn ImVector_ImWchar_create() [*c]ImVector_ImWchar; +pub extern fn ImVector_ImWchar_destroy(self: [*c]ImVector_ImWchar) void; +pub extern fn ImVector_ImWchar_Init(p: [*c]ImVector_ImWchar) void; +pub extern fn ImVector_ImWchar_UnInit(p: [*c]ImVector_ImWchar) void; +pub const __llvm__ = @as(c_int, 1); +pub const __clang__ = @as(c_int, 1); +pub const __clang_major__ = @as(c_int, 18); +pub const __clang_minor__ = @as(c_int, 1); +pub const __clang_patchlevel__ = @as(c_int, 6); +pub const __clang_version__ = "18.1.6 (https://github.com/ziglang/zig-bootstrap 98bc6bf4fc4009888d33941daf6b600d20a42a56)"; +pub const __GNUC__ = @as(c_int, 4); +pub const __GNUC_MINOR__ = @as(c_int, 2); +pub const __GNUC_PATCHLEVEL__ = @as(c_int, 1); +pub const __GXX_ABI_VERSION = @as(c_int, 1002); +pub const __ATOMIC_RELAXED = @as(c_int, 0); +pub const __ATOMIC_CONSUME = @as(c_int, 1); +pub const __ATOMIC_ACQUIRE = @as(c_int, 2); +pub const __ATOMIC_RELEASE = @as(c_int, 3); +pub const __ATOMIC_ACQ_REL = @as(c_int, 4); +pub const __ATOMIC_SEQ_CST = @as(c_int, 5); +pub const __MEMORY_SCOPE_SYSTEM = @as(c_int, 0); +pub const __MEMORY_SCOPE_DEVICE = @as(c_int, 1); +pub const __MEMORY_SCOPE_WRKGRP = @as(c_int, 2); +pub const __MEMORY_SCOPE_WVFRNT = @as(c_int, 3); +pub const __MEMORY_SCOPE_SINGLE = @as(c_int, 4); +pub const __OPENCL_MEMORY_SCOPE_WORK_ITEM = @as(c_int, 0); +pub const __OPENCL_MEMORY_SCOPE_WORK_GROUP = @as(c_int, 1); +pub const __OPENCL_MEMORY_SCOPE_DEVICE = @as(c_int, 2); +pub const __OPENCL_MEMORY_SCOPE_ALL_SVM_DEVICES = @as(c_int, 3); +pub const __OPENCL_MEMORY_SCOPE_SUB_GROUP = @as(c_int, 4); +pub const __FPCLASS_SNAN = @as(c_int, 0x0001); +pub const __FPCLASS_QNAN = @as(c_int, 0x0002); +pub const __FPCLASS_NEGINF = @as(c_int, 0x0004); +pub const __FPCLASS_NEGNORMAL = @as(c_int, 0x0008); +pub const __FPCLASS_NEGSUBNORMAL = @as(c_int, 0x0010); +pub const __FPCLASS_NEGZERO = @as(c_int, 0x0020); +pub const __FPCLASS_POSZERO = @as(c_int, 0x0040); +pub const __FPCLASS_POSSUBNORMAL = @as(c_int, 0x0080); +pub const __FPCLASS_POSNORMAL = @as(c_int, 0x0100); +pub const __FPCLASS_POSINF = @as(c_int, 0x0200); +pub const __PRAGMA_REDEFINE_EXTNAME = @as(c_int, 1); +pub const __VERSION__ = "Clang 18.1.6 (https://github.com/ziglang/zig-bootstrap 98bc6bf4fc4009888d33941daf6b600d20a42a56)"; +pub const __OBJC_BOOL_IS_BOOL = @as(c_int, 0); +pub const __CONSTANT_CFSTRINGS__ = @as(c_int, 1); +pub const __SEH__ = @as(c_int, 1); +pub const __clang_literal_encoding__ = "UTF-8"; +pub const __clang_wide_literal_encoding__ = "UTF-16"; +pub const __ORDER_LITTLE_ENDIAN__ = @as(c_int, 1234); +pub const __ORDER_BIG_ENDIAN__ = @as(c_int, 4321); +pub const __ORDER_PDP_ENDIAN__ = @as(c_int, 3412); +pub const __BYTE_ORDER__ = __ORDER_LITTLE_ENDIAN__; +pub const __LITTLE_ENDIAN__ = @as(c_int, 1); +pub const __CHAR_BIT__ = @as(c_int, 8); +pub const __BOOL_WIDTH__ = @as(c_int, 8); +pub const __SHRT_WIDTH__ = @as(c_int, 16); +pub const __INT_WIDTH__ = @as(c_int, 32); +pub const __LONG_WIDTH__ = @as(c_int, 32); +pub const __LLONG_WIDTH__ = @as(c_int, 64); +pub const __BITINT_MAXWIDTH__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 8388608, .decimal); +pub const __SCHAR_MAX__ = @as(c_int, 127); +pub const __SHRT_MAX__ = @as(c_int, 32767); +pub const __INT_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal); +pub const __LONG_MAX__ = @as(c_long, 2147483647); +pub const __LONG_LONG_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __WCHAR_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 65535, .decimal); +pub const __WCHAR_WIDTH__ = @as(c_int, 16); +pub const __WINT_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 65535, .decimal); +pub const __WINT_WIDTH__ = @as(c_int, 16); +pub const __INTMAX_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __INTMAX_WIDTH__ = @as(c_int, 64); +pub const __SIZE_MAX__ = @as(c_ulonglong, 18446744073709551615); +pub const __SIZE_WIDTH__ = @as(c_int, 64); +pub const __UINTMAX_MAX__ = @as(c_ulonglong, 18446744073709551615); +pub const __UINTMAX_WIDTH__ = @as(c_int, 64); +pub const __PTRDIFF_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __PTRDIFF_WIDTH__ = @as(c_int, 64); +pub const __INTPTR_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __INTPTR_WIDTH__ = @as(c_int, 64); +pub const __UINTPTR_MAX__ = @as(c_ulonglong, 18446744073709551615); +pub const __UINTPTR_WIDTH__ = @as(c_int, 64); +pub const __SIZEOF_DOUBLE__ = @as(c_int, 8); +pub const __SIZEOF_FLOAT__ = @as(c_int, 4); +pub const __SIZEOF_INT__ = @as(c_int, 4); +pub const __SIZEOF_LONG__ = @as(c_int, 4); +pub const __SIZEOF_LONG_DOUBLE__ = @as(c_int, 16); +pub const __SIZEOF_LONG_LONG__ = @as(c_int, 8); +pub const __SIZEOF_POINTER__ = @as(c_int, 8); +pub const __SIZEOF_SHORT__ = @as(c_int, 2); +pub const __SIZEOF_PTRDIFF_T__ = @as(c_int, 8); +pub const __SIZEOF_SIZE_T__ = @as(c_int, 8); +pub const __SIZEOF_WCHAR_T__ = @as(c_int, 2); +pub const __SIZEOF_WINT_T__ = @as(c_int, 2); +pub const __SIZEOF_INT128__ = @as(c_int, 16); +pub const __INTMAX_TYPE__ = c_longlong; +pub const __INTMAX_FMTd__ = "lld"; +pub const __INTMAX_FMTi__ = "lli"; +pub const __INTMAX_C_SUFFIX__ = @compileError("unable to translate macro: undefined identifier `LL`"); +// (no file):94:9 +pub const __UINTMAX_TYPE__ = c_ulonglong; +pub const __UINTMAX_FMTo__ = "llo"; +pub const __UINTMAX_FMTu__ = "llu"; +pub const __UINTMAX_FMTx__ = "llx"; +pub const __UINTMAX_FMTX__ = "llX"; +pub const __UINTMAX_C_SUFFIX__ = @compileError("unable to translate macro: undefined identifier `ULL`"); +// (no file):100:9 +pub const __PTRDIFF_TYPE__ = c_longlong; +pub const __PTRDIFF_FMTd__ = "lld"; +pub const __PTRDIFF_FMTi__ = "lli"; +pub const __INTPTR_TYPE__ = c_longlong; +pub const __INTPTR_FMTd__ = "lld"; +pub const __INTPTR_FMTi__ = "lli"; +pub const __SIZE_TYPE__ = c_ulonglong; +pub const __SIZE_FMTo__ = "llo"; +pub const __SIZE_FMTu__ = "llu"; +pub const __SIZE_FMTx__ = "llx"; +pub const __SIZE_FMTX__ = "llX"; +pub const __WCHAR_TYPE__ = c_ushort; +pub const __WINT_TYPE__ = c_ushort; +pub const __SIG_ATOMIC_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal); +pub const __SIG_ATOMIC_WIDTH__ = @as(c_int, 32); +pub const __CHAR16_TYPE__ = c_ushort; +pub const __CHAR32_TYPE__ = c_uint; +pub const __UINTPTR_TYPE__ = c_ulonglong; +pub const __UINTPTR_FMTo__ = "llo"; +pub const __UINTPTR_FMTu__ = "llu"; +pub const __UINTPTR_FMTx__ = "llx"; +pub const __UINTPTR_FMTX__ = "llX"; +pub const __FLT16_DENORM_MIN__ = @as(f16, 5.9604644775390625e-8); +pub const __FLT16_HAS_DENORM__ = @as(c_int, 1); +pub const __FLT16_DIG__ = @as(c_int, 3); +pub const __FLT16_DECIMAL_DIG__ = @as(c_int, 5); +pub const __FLT16_EPSILON__ = @as(f16, 9.765625e-4); +pub const __FLT16_HAS_INFINITY__ = @as(c_int, 1); +pub const __FLT16_HAS_QUIET_NAN__ = @as(c_int, 1); +pub const __FLT16_MANT_DIG__ = @as(c_int, 11); +pub const __FLT16_MAX_10_EXP__ = @as(c_int, 4); +pub const __FLT16_MAX_EXP__ = @as(c_int, 16); +pub const __FLT16_MAX__ = @as(f16, 6.5504e+4); +pub const __FLT16_MIN_10_EXP__ = -@as(c_int, 4); +pub const __FLT16_MIN_EXP__ = -@as(c_int, 13); +pub const __FLT16_MIN__ = @as(f16, 6.103515625e-5); +pub const __FLT_DENORM_MIN__ = @as(f32, 1.40129846e-45); +pub const __FLT_HAS_DENORM__ = @as(c_int, 1); +pub const __FLT_DIG__ = @as(c_int, 6); +pub const __FLT_DECIMAL_DIG__ = @as(c_int, 9); +pub const __FLT_EPSILON__ = @as(f32, 1.19209290e-7); +pub const __FLT_HAS_INFINITY__ = @as(c_int, 1); +pub const __FLT_HAS_QUIET_NAN__ = @as(c_int, 1); +pub const __FLT_MANT_DIG__ = @as(c_int, 24); +pub const __FLT_MAX_10_EXP__ = @as(c_int, 38); +pub const __FLT_MAX_EXP__ = @as(c_int, 128); +pub const __FLT_MAX__ = @as(f32, 3.40282347e+38); +pub const __FLT_MIN_10_EXP__ = -@as(c_int, 37); +pub const __FLT_MIN_EXP__ = -@as(c_int, 125); +pub const __FLT_MIN__ = @as(f32, 1.17549435e-38); +pub const __DBL_DENORM_MIN__ = @as(f64, 4.9406564584124654e-324); +pub const __DBL_HAS_DENORM__ = @as(c_int, 1); +pub const __DBL_DIG__ = @as(c_int, 15); +pub const __DBL_DECIMAL_DIG__ = @as(c_int, 17); +pub const __DBL_EPSILON__ = @as(f64, 2.2204460492503131e-16); +pub const __DBL_HAS_INFINITY__ = @as(c_int, 1); +pub const __DBL_HAS_QUIET_NAN__ = @as(c_int, 1); +pub const __DBL_MANT_DIG__ = @as(c_int, 53); +pub const __DBL_MAX_10_EXP__ = @as(c_int, 308); +pub const __DBL_MAX_EXP__ = @as(c_int, 1024); +pub const __DBL_MAX__ = @as(f64, 1.7976931348623157e+308); +pub const __DBL_MIN_10_EXP__ = -@as(c_int, 307); +pub const __DBL_MIN_EXP__ = -@as(c_int, 1021); +pub const __DBL_MIN__ = @as(f64, 2.2250738585072014e-308); +pub const __LDBL_DENORM_MIN__ = @as(c_longdouble, 3.64519953188247460253e-4951); +pub const __LDBL_HAS_DENORM__ = @as(c_int, 1); +pub const __LDBL_DIG__ = @as(c_int, 18); +pub const __LDBL_DECIMAL_DIG__ = @as(c_int, 21); +pub const __LDBL_EPSILON__ = @as(c_longdouble, 1.08420217248550443401e-19); +pub const __LDBL_HAS_INFINITY__ = @as(c_int, 1); +pub const __LDBL_HAS_QUIET_NAN__ = @as(c_int, 1); +pub const __LDBL_MANT_DIG__ = @as(c_int, 64); +pub const __LDBL_MAX_10_EXP__ = @as(c_int, 4932); +pub const __LDBL_MAX_EXP__ = @as(c_int, 16384); +pub const __LDBL_MAX__ = @as(c_longdouble, 1.18973149535723176502e+4932); +pub const __LDBL_MIN_10_EXP__ = -@as(c_int, 4931); +pub const __LDBL_MIN_EXP__ = -@as(c_int, 16381); +pub const __LDBL_MIN__ = @as(c_longdouble, 3.36210314311209350626e-4932); +pub const __POINTER_WIDTH__ = @as(c_int, 64); +pub const __BIGGEST_ALIGNMENT__ = @as(c_int, 16); +pub const __WCHAR_UNSIGNED__ = @as(c_int, 1); +pub const __WINT_UNSIGNED__ = @as(c_int, 1); +pub const __INT8_TYPE__ = i8; +pub const __INT8_FMTd__ = "hhd"; +pub const __INT8_FMTi__ = "hhi"; +pub const __INT8_C_SUFFIX__ = ""; +pub const __INT16_TYPE__ = c_short; +pub const __INT16_FMTd__ = "hd"; +pub const __INT16_FMTi__ = "hi"; +pub const __INT16_C_SUFFIX__ = ""; +pub const __INT32_TYPE__ = c_int; +pub const __INT32_FMTd__ = "d"; +pub const __INT32_FMTi__ = "i"; +pub const __INT32_C_SUFFIX__ = ""; +pub const __INT64_TYPE__ = c_longlong; +pub const __INT64_FMTd__ = "lld"; +pub const __INT64_FMTi__ = "lli"; +pub const __INT64_C_SUFFIX__ = @compileError("unable to translate macro: undefined identifier `LL`"); +// (no file):198:9 +pub const __UINT8_TYPE__ = u8; +pub const __UINT8_FMTo__ = "hho"; +pub const __UINT8_FMTu__ = "hhu"; +pub const __UINT8_FMTx__ = "hhx"; +pub const __UINT8_FMTX__ = "hhX"; +pub const __UINT8_C_SUFFIX__ = ""; +pub const __UINT8_MAX__ = @as(c_int, 255); +pub const __INT8_MAX__ = @as(c_int, 127); +pub const __UINT16_TYPE__ = c_ushort; +pub const __UINT16_FMTo__ = "ho"; +pub const __UINT16_FMTu__ = "hu"; +pub const __UINT16_FMTx__ = "hx"; +pub const __UINT16_FMTX__ = "hX"; +pub const __UINT16_C_SUFFIX__ = ""; +pub const __UINT16_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 65535, .decimal); +pub const __INT16_MAX__ = @as(c_int, 32767); +pub const __UINT32_TYPE__ = c_uint; +pub const __UINT32_FMTo__ = "o"; +pub const __UINT32_FMTu__ = "u"; +pub const __UINT32_FMTx__ = "x"; +pub const __UINT32_FMTX__ = "X"; +pub const __UINT32_C_SUFFIX__ = @compileError("unable to translate macro: undefined identifier `U`"); +// (no file):220:9 +pub const __UINT32_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_uint, 4294967295, .decimal); +pub const __INT32_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal); +pub const __UINT64_TYPE__ = c_ulonglong; +pub const __UINT64_FMTo__ = "llo"; +pub const __UINT64_FMTu__ = "llu"; +pub const __UINT64_FMTx__ = "llx"; +pub const __UINT64_FMTX__ = "llX"; +pub const __UINT64_C_SUFFIX__ = @compileError("unable to translate macro: undefined identifier `ULL`"); +// (no file):228:9 +pub const __UINT64_MAX__ = @as(c_ulonglong, 18446744073709551615); +pub const __INT64_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __INT_LEAST8_TYPE__ = i8; +pub const __INT_LEAST8_MAX__ = @as(c_int, 127); +pub const __INT_LEAST8_WIDTH__ = @as(c_int, 8); +pub const __INT_LEAST8_FMTd__ = "hhd"; +pub const __INT_LEAST8_FMTi__ = "hhi"; +pub const __UINT_LEAST8_TYPE__ = u8; +pub const __UINT_LEAST8_MAX__ = @as(c_int, 255); +pub const __UINT_LEAST8_FMTo__ = "hho"; +pub const __UINT_LEAST8_FMTu__ = "hhu"; +pub const __UINT_LEAST8_FMTx__ = "hhx"; +pub const __UINT_LEAST8_FMTX__ = "hhX"; +pub const __INT_LEAST16_TYPE__ = c_short; +pub const __INT_LEAST16_MAX__ = @as(c_int, 32767); +pub const __INT_LEAST16_WIDTH__ = @as(c_int, 16); +pub const __INT_LEAST16_FMTd__ = "hd"; +pub const __INT_LEAST16_FMTi__ = "hi"; +pub const __UINT_LEAST16_TYPE__ = c_ushort; +pub const __UINT_LEAST16_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 65535, .decimal); +pub const __UINT_LEAST16_FMTo__ = "ho"; +pub const __UINT_LEAST16_FMTu__ = "hu"; +pub const __UINT_LEAST16_FMTx__ = "hx"; +pub const __UINT_LEAST16_FMTX__ = "hX"; +pub const __INT_LEAST32_TYPE__ = c_int; +pub const __INT_LEAST32_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal); +pub const __INT_LEAST32_WIDTH__ = @as(c_int, 32); +pub const __INT_LEAST32_FMTd__ = "d"; +pub const __INT_LEAST32_FMTi__ = "i"; +pub const __UINT_LEAST32_TYPE__ = c_uint; +pub const __UINT_LEAST32_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_uint, 4294967295, .decimal); +pub const __UINT_LEAST32_FMTo__ = "o"; +pub const __UINT_LEAST32_FMTu__ = "u"; +pub const __UINT_LEAST32_FMTx__ = "x"; +pub const __UINT_LEAST32_FMTX__ = "X"; +pub const __INT_LEAST64_TYPE__ = c_longlong; +pub const __INT_LEAST64_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __INT_LEAST64_WIDTH__ = @as(c_int, 64); +pub const __INT_LEAST64_FMTd__ = "lld"; +pub const __INT_LEAST64_FMTi__ = "lli"; +pub const __UINT_LEAST64_TYPE__ = c_ulonglong; +pub const __UINT_LEAST64_MAX__ = @as(c_ulonglong, 18446744073709551615); +pub const __UINT_LEAST64_FMTo__ = "llo"; +pub const __UINT_LEAST64_FMTu__ = "llu"; +pub const __UINT_LEAST64_FMTx__ = "llx"; +pub const __UINT_LEAST64_FMTX__ = "llX"; +pub const __INT_FAST8_TYPE__ = i8; +pub const __INT_FAST8_MAX__ = @as(c_int, 127); +pub const __INT_FAST8_WIDTH__ = @as(c_int, 8); +pub const __INT_FAST8_FMTd__ = "hhd"; +pub const __INT_FAST8_FMTi__ = "hhi"; +pub const __UINT_FAST8_TYPE__ = u8; +pub const __UINT_FAST8_MAX__ = @as(c_int, 255); +pub const __UINT_FAST8_FMTo__ = "hho"; +pub const __UINT_FAST8_FMTu__ = "hhu"; +pub const __UINT_FAST8_FMTx__ = "hhx"; +pub const __UINT_FAST8_FMTX__ = "hhX"; +pub const __INT_FAST16_TYPE__ = c_short; +pub const __INT_FAST16_MAX__ = @as(c_int, 32767); +pub const __INT_FAST16_WIDTH__ = @as(c_int, 16); +pub const __INT_FAST16_FMTd__ = "hd"; +pub const __INT_FAST16_FMTi__ = "hi"; +pub const __UINT_FAST16_TYPE__ = c_ushort; +pub const __UINT_FAST16_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 65535, .decimal); +pub const __UINT_FAST16_FMTo__ = "ho"; +pub const __UINT_FAST16_FMTu__ = "hu"; +pub const __UINT_FAST16_FMTx__ = "hx"; +pub const __UINT_FAST16_FMTX__ = "hX"; +pub const __INT_FAST32_TYPE__ = c_int; +pub const __INT_FAST32_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal); +pub const __INT_FAST32_WIDTH__ = @as(c_int, 32); +pub const __INT_FAST32_FMTd__ = "d"; +pub const __INT_FAST32_FMTi__ = "i"; +pub const __UINT_FAST32_TYPE__ = c_uint; +pub const __UINT_FAST32_MAX__ = @import("std").zig.c_translation.promoteIntLiteral(c_uint, 4294967295, .decimal); +pub const __UINT_FAST32_FMTo__ = "o"; +pub const __UINT_FAST32_FMTu__ = "u"; +pub const __UINT_FAST32_FMTx__ = "x"; +pub const __UINT_FAST32_FMTX__ = "X"; +pub const __INT_FAST64_TYPE__ = c_longlong; +pub const __INT_FAST64_MAX__ = @as(c_longlong, 9223372036854775807); +pub const __INT_FAST64_WIDTH__ = @as(c_int, 64); +pub const __INT_FAST64_FMTd__ = "lld"; +pub const __INT_FAST64_FMTi__ = "lli"; +pub const __UINT_FAST64_TYPE__ = c_ulonglong; +pub const __UINT_FAST64_MAX__ = @as(c_ulonglong, 18446744073709551615); +pub const __UINT_FAST64_FMTo__ = "llo"; +pub const __UINT_FAST64_FMTu__ = "llu"; +pub const __UINT_FAST64_FMTx__ = "llx"; +pub const __UINT_FAST64_FMTX__ = "llX"; +pub const __USER_LABEL_PREFIX__ = ""; +pub const __FINITE_MATH_ONLY__ = @as(c_int, 0); +pub const __GNUC_STDC_INLINE__ = @as(c_int, 1); +pub const __GCC_ATOMIC_TEST_AND_SET_TRUEVAL = @as(c_int, 1); +pub const __CLANG_ATOMIC_BOOL_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_CHAR_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_CHAR16_T_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_CHAR32_T_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_WCHAR_T_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_SHORT_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_INT_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_LONG_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_LLONG_LOCK_FREE = @as(c_int, 2); +pub const __CLANG_ATOMIC_POINTER_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_BOOL_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_CHAR_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_CHAR16_T_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_CHAR32_T_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_WCHAR_T_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_SHORT_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_INT_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_LONG_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_LLONG_LOCK_FREE = @as(c_int, 2); +pub const __GCC_ATOMIC_POINTER_LOCK_FREE = @as(c_int, 2); +pub const __NO_INLINE__ = @as(c_int, 1); +pub const __PIC__ = @as(c_int, 2); +pub const __pic__ = @as(c_int, 2); +pub const __FLT_RADIX__ = @as(c_int, 2); +pub const __DECIMAL_DIG__ = __LDBL_DECIMAL_DIG__; +pub const __GCC_ASM_FLAG_OUTPUTS__ = @as(c_int, 1); +pub const __code_model_small__ = @as(c_int, 1); +pub const __amd64__ = @as(c_int, 1); +pub const __amd64 = @as(c_int, 1); +pub const __x86_64 = @as(c_int, 1); +pub const __x86_64__ = @as(c_int, 1); +pub const __SEG_GS = @as(c_int, 1); +pub const __SEG_FS = @as(c_int, 1); +pub const __seg_gs = @compileError("unable to translate macro: undefined identifier `address_space`"); +// (no file):356:9 +pub const __seg_fs = @compileError("unable to translate macro: undefined identifier `address_space`"); +// (no file):357:9 +pub const __corei7 = @as(c_int, 1); +pub const __corei7__ = @as(c_int, 1); +pub const __tune_corei7__ = @as(c_int, 1); +pub const __REGISTER_PREFIX__ = ""; +pub const __NO_MATH_INLINES = @as(c_int, 1); +pub const __AES__ = @as(c_int, 1); +pub const __PCLMUL__ = @as(c_int, 1); +pub const __LAHF_SAHF__ = @as(c_int, 1); +pub const __LZCNT__ = @as(c_int, 1); +pub const __RDRND__ = @as(c_int, 1); +pub const __FSGSBASE__ = @as(c_int, 1); +pub const __BMI__ = @as(c_int, 1); +pub const __BMI2__ = @as(c_int, 1); +pub const __POPCNT__ = @as(c_int, 1); +pub const __PRFCHW__ = @as(c_int, 1); +pub const __RDSEED__ = @as(c_int, 1); +pub const __ADX__ = @as(c_int, 1); +pub const __MOVBE__ = @as(c_int, 1); +pub const __FMA__ = @as(c_int, 1); +pub const __F16C__ = @as(c_int, 1); +pub const __EVEX512__ = @as(c_int, 1); +pub const __AVX512CD__ = @as(c_int, 1); +pub const __AVX512VNNI__ = @as(c_int, 1); +pub const __AVX512DQ__ = @as(c_int, 1); +pub const __AVX512BW__ = @as(c_int, 1); +pub const __AVX512VL__ = @as(c_int, 1); +pub const __EVEX256__ = @as(c_int, 1); +pub const __FXSR__ = @as(c_int, 1); +pub const __XSAVE__ = @as(c_int, 1); +pub const __XSAVEOPT__ = @as(c_int, 1); +pub const __XSAVEC__ = @as(c_int, 1); +pub const __XSAVES__ = @as(c_int, 1); +pub const __CLFLUSHOPT__ = @as(c_int, 1); +pub const __CLWB__ = @as(c_int, 1); +pub const __INVPCID__ = @as(c_int, 1); +pub const __CRC32__ = @as(c_int, 1); +pub const __AVX512F__ = @as(c_int, 1); +pub const __AVX2__ = @as(c_int, 1); +pub const __AVX__ = @as(c_int, 1); +pub const __SSE4_2__ = @as(c_int, 1); +pub const __SSE4_1__ = @as(c_int, 1); +pub const __SSSE3__ = @as(c_int, 1); +pub const __SSE3__ = @as(c_int, 1); +pub const __SSE2__ = @as(c_int, 1); +pub const __SSE2_MATH__ = @as(c_int, 1); +pub const __SSE__ = @as(c_int, 1); +pub const __SSE_MATH__ = @as(c_int, 1); +pub const __MMX__ = @as(c_int, 1); +pub const __GCC_HAVE_SYNC_COMPARE_AND_SWAP_1 = @as(c_int, 1); +pub const __GCC_HAVE_SYNC_COMPARE_AND_SWAP_2 = @as(c_int, 1); +pub const __GCC_HAVE_SYNC_COMPARE_AND_SWAP_4 = @as(c_int, 1); +pub const __GCC_HAVE_SYNC_COMPARE_AND_SWAP_8 = @as(c_int, 1); +pub const __GCC_HAVE_SYNC_COMPARE_AND_SWAP_16 = @as(c_int, 1); +pub const __SIZEOF_FLOAT128__ = @as(c_int, 16); +pub const _WIN32 = @as(c_int, 1); +pub const _WIN64 = @as(c_int, 1); +pub const WIN32 = @as(c_int, 1); +pub const __WIN32 = @as(c_int, 1); +pub const __WIN32__ = @as(c_int, 1); +pub const WINNT = @as(c_int, 1); +pub const __WINNT = @as(c_int, 1); +pub const __WINNT__ = @as(c_int, 1); +pub const WIN64 = @as(c_int, 1); +pub const __WIN64 = @as(c_int, 1); +pub const __WIN64__ = @as(c_int, 1); +pub const __MINGW64__ = @as(c_int, 1); +pub const __MSVCRT__ = @as(c_int, 1); +pub const __MINGW32__ = @as(c_int, 1); +pub const __declspec = @compileError("unable to translate C expr: unexpected token '__attribute__'"); +// (no file):426:9 +pub const _cdecl = @compileError("unable to translate macro: undefined identifier `__cdecl__`"); +// (no file):427:9 +pub const __cdecl = @compileError("unable to translate macro: undefined identifier `__cdecl__`"); +// (no file):428:9 +pub const _stdcall = @compileError("unable to translate macro: undefined identifier `__stdcall__`"); +// (no file):429:9 +pub const __stdcall = @compileError("unable to translate macro: undefined identifier `__stdcall__`"); +// (no file):430:9 +pub const _fastcall = @compileError("unable to translate macro: undefined identifier `__fastcall__`"); +// (no file):431:9 +pub const __fastcall = @compileError("unable to translate macro: undefined identifier `__fastcall__`"); +// (no file):432:9 +pub const _thiscall = @compileError("unable to translate macro: undefined identifier `__thiscall__`"); +// (no file):433:9 +pub const __thiscall = @compileError("unable to translate macro: undefined identifier `__thiscall__`"); +// (no file):434:9 +pub const _pascal = @compileError("unable to translate macro: undefined identifier `__pascal__`"); +// (no file):435:9 +pub const __pascal = @compileError("unable to translate macro: undefined identifier `__pascal__`"); +// (no file):436:9 +pub const __STDC__ = @as(c_int, 1); +pub const __STDC_HOSTED__ = @as(c_int, 1); +pub const __STDC_VERSION__ = @as(c_long, 201710); +pub const __STDC_UTF_16__ = @as(c_int, 1); +pub const __STDC_UTF_32__ = @as(c_int, 1); +pub const _DEBUG = @as(c_int, 1); +pub const EXTERN = @compileError("unable to translate C expr: unexpected token 'extern'"); +// cimgui2.h:1:9 +pub const CIMGUI_API = EXTERN; +pub const CONST = @compileError("unable to translate C expr: unexpected token 'const'"); +// cimgui2.h:3:9 +pub const __STDBOOL_H = ""; +pub const __bool_true_false_are_defined = @as(c_int, 1); +pub const @"bool" = bool; +pub const @"true" = @as(c_int, 1); +pub const @"false" = @as(c_int, 0); +pub const __CLANG_STDINT_H = ""; +pub const __int_least64_t = i64; +pub const __uint_least64_t = u64; +pub const __int_least32_t = i64; +pub const __uint_least32_t = u64; +pub const __int_least16_t = i64; +pub const __uint_least16_t = u64; +pub const __int_least8_t = i64; +pub const __uint_least8_t = u64; +pub const __uint32_t_defined = ""; +pub const __int8_t_defined = ""; +pub const __stdint_join3 = @compileError("unable to translate C expr: unexpected token '##'"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:287:9 +pub const __intptr_t_defined = ""; +pub const _INTPTR_T = ""; +pub const _UINTPTR_T = ""; +pub const __int_c_join = @compileError("unable to translate C expr: unexpected token '##'"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:324:9 +pub inline fn __int_c(v: anytype, suffix: anytype) @TypeOf(__int_c_join(v, suffix)) { + _ = &v; + _ = &suffix; + return __int_c_join(v, suffix); +} +pub const __uint_c = @compileError("unable to translate macro: undefined identifier `U`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:326:9 +pub const __int64_c_suffix = __INT64_C_SUFFIX__; +pub const __int32_c_suffix = __INT64_C_SUFFIX__; +pub const __int16_c_suffix = __INT64_C_SUFFIX__; +pub const __int8_c_suffix = __INT64_C_SUFFIX__; +pub inline fn INT64_C(v: anytype) @TypeOf(__int_c(v, __int64_c_suffix)) { + _ = &v; + return __int_c(v, __int64_c_suffix); +} +pub inline fn UINT64_C(v: anytype) @TypeOf(__uint_c(v, __int64_c_suffix)) { + _ = &v; + return __uint_c(v, __int64_c_suffix); +} +pub inline fn INT32_C(v: anytype) @TypeOf(__int_c(v, __int32_c_suffix)) { + _ = &v; + return __int_c(v, __int32_c_suffix); +} +pub inline fn UINT32_C(v: anytype) @TypeOf(__uint_c(v, __int32_c_suffix)) { + _ = &v; + return __uint_c(v, __int32_c_suffix); +} +pub inline fn INT16_C(v: anytype) @TypeOf(__int_c(v, __int16_c_suffix)) { + _ = &v; + return __int_c(v, __int16_c_suffix); +} +pub inline fn UINT16_C(v: anytype) @TypeOf(__uint_c(v, __int16_c_suffix)) { + _ = &v; + return __uint_c(v, __int16_c_suffix); +} +pub inline fn INT8_C(v: anytype) @TypeOf(__int_c(v, __int8_c_suffix)) { + _ = &v; + return __int_c(v, __int8_c_suffix); +} +pub inline fn UINT8_C(v: anytype) @TypeOf(__uint_c(v, __int8_c_suffix)) { + _ = &v; + return __uint_c(v, __int8_c_suffix); +} +pub const INT64_MAX = INT64_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 9223372036854775807, .decimal)); +pub const INT64_MIN = -INT64_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 9223372036854775807, .decimal)) - @as(c_int, 1); +pub const UINT64_MAX = UINT64_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 18446744073709551615, .decimal)); +pub const __INT_LEAST64_MIN = INT64_MIN; +pub const __INT_LEAST64_MAX = INT64_MAX; +pub const __UINT_LEAST64_MAX = UINT64_MAX; +pub const __INT_LEAST32_MIN = INT64_MIN; +pub const __INT_LEAST32_MAX = INT64_MAX; +pub const __UINT_LEAST32_MAX = UINT64_MAX; +pub const __INT_LEAST16_MIN = INT64_MIN; +pub const __INT_LEAST16_MAX = INT64_MAX; +pub const __UINT_LEAST16_MAX = UINT64_MAX; +pub const __INT_LEAST8_MIN = INT64_MIN; +pub const __INT_LEAST8_MAX = INT64_MAX; +pub const __UINT_LEAST8_MAX = UINT64_MAX; +pub const INT_LEAST64_MIN = __INT_LEAST64_MIN; +pub const INT_LEAST64_MAX = __INT_LEAST64_MAX; +pub const UINT_LEAST64_MAX = __UINT_LEAST64_MAX; +pub const INT_FAST64_MIN = __INT_LEAST64_MIN; +pub const INT_FAST64_MAX = __INT_LEAST64_MAX; +pub const UINT_FAST64_MAX = __UINT_LEAST64_MAX; +pub const INT32_MAX = INT32_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal)); +pub const INT32_MIN = -INT32_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 2147483647, .decimal)) - @as(c_int, 1); +pub const UINT32_MAX = UINT32_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 4294967295, .decimal)); +pub const INT_LEAST32_MIN = __INT_LEAST32_MIN; +pub const INT_LEAST32_MAX = __INT_LEAST32_MAX; +pub const UINT_LEAST32_MAX = __UINT_LEAST32_MAX; +pub const INT_FAST32_MIN = __INT_LEAST32_MIN; +pub const INT_FAST32_MAX = __INT_LEAST32_MAX; +pub const UINT_FAST32_MAX = __UINT_LEAST32_MAX; +pub const INT16_MAX = INT16_C(@as(c_int, 32767)); +pub const INT16_MIN = -INT16_C(@as(c_int, 32767)) - @as(c_int, 1); +pub const UINT16_MAX = UINT16_C(@import("std").zig.c_translation.promoteIntLiteral(c_int, 65535, .decimal)); +pub const INT_LEAST16_MIN = __INT_LEAST16_MIN; +pub const INT_LEAST16_MAX = __INT_LEAST16_MAX; +pub const UINT_LEAST16_MAX = __UINT_LEAST16_MAX; +pub const INT_FAST16_MIN = __INT_LEAST16_MIN; +pub const INT_FAST16_MAX = __INT_LEAST16_MAX; +pub const UINT_FAST16_MAX = __UINT_LEAST16_MAX; +pub const INT8_MAX = INT8_C(@as(c_int, 127)); +pub const INT8_MIN = -INT8_C(@as(c_int, 127)) - @as(c_int, 1); +pub const UINT8_MAX = UINT8_C(@as(c_int, 255)); +pub const INT_LEAST8_MIN = __INT_LEAST8_MIN; +pub const INT_LEAST8_MAX = __INT_LEAST8_MAX; +pub const UINT_LEAST8_MAX = __UINT_LEAST8_MAX; +pub const INT_FAST8_MIN = __INT_LEAST8_MIN; +pub const INT_FAST8_MAX = __INT_LEAST8_MAX; +pub const UINT_FAST8_MAX = __UINT_LEAST8_MAX; +pub const __INTN_MIN = @compileError("unable to translate macro: undefined identifier `INT`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:871:10 +pub const __INTN_MAX = @compileError("unable to translate macro: undefined identifier `INT`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:872:10 +pub const __UINTN_MAX = @compileError("unable to translate macro: undefined identifier `UINT`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:873:9 +pub const __INTN_C = @compileError("unable to translate macro: undefined identifier `INT`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:874:10 +pub const __UINTN_C = @compileError("unable to translate macro: undefined identifier `UINT`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/stdint.h:875:9 +pub const INTPTR_MIN = -__INTPTR_MAX__ - @as(c_int, 1); +pub const INTPTR_MAX = __INTPTR_MAX__; +pub const UINTPTR_MAX = __UINTPTR_MAX__; +pub const PTRDIFF_MIN = -__PTRDIFF_MAX__ - @as(c_int, 1); +pub const PTRDIFF_MAX = __PTRDIFF_MAX__; +pub const SIZE_MAX = __SIZE_MAX__; +pub const INTMAX_MIN = -__INTMAX_MAX__ - @as(c_int, 1); +pub const INTMAX_MAX = __INTMAX_MAX__; +pub const UINTMAX_MAX = __UINTMAX_MAX__; +pub const SIG_ATOMIC_MIN = __INTN_MIN(__SIG_ATOMIC_WIDTH__); +pub const SIG_ATOMIC_MAX = __INTN_MAX(__SIG_ATOMIC_WIDTH__); +pub const WINT_MIN = __UINTN_C(__WINT_WIDTH__, @as(c_int, 0)); +pub const WINT_MAX = __UINTN_MAX(__WINT_WIDTH__); +pub const WCHAR_MAX = __WCHAR_MAX__; +pub const WCHAR_MIN = __UINTN_C(__WCHAR_WIDTH__, @as(c_int, 0)); +pub inline fn INTMAX_C(v: anytype) @TypeOf(__int_c(v, __INTMAX_C_SUFFIX__)) { + _ = &v; + return __int_c(v, __INTMAX_C_SUFFIX__); +} +pub inline fn UINTMAX_C(v: anytype) @TypeOf(__int_c(v, __UINTMAX_C_SUFFIX__)) { + _ = &v; + return __int_c(v, __UINTMAX_C_SUFFIX__); +} +pub const __STDDEF_H = ""; +pub const __need_ptrdiff_t = ""; +pub const __need_size_t = ""; +pub const __need_wchar_t = ""; +pub const __need_NULL = ""; +pub const __need_max_align_t = ""; +pub const __need_offsetof = ""; +pub const _PTRDIFF_T = ""; +pub const _SIZE_T = ""; +pub const _WCHAR_T = ""; +pub const NULL = @import("std").zig.c_translation.cast(?*anyopaque, @as(c_int, 0)); +pub const __CLANG_MAX_ALIGN_T_DEFINED = ""; +pub const offsetof = @compileError("unable to translate C expr: unexpected token 'an identifier'"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/__stddef_offsetof.h:16:9 +pub const __STDARG_H = ""; +pub const __need___va_list = ""; +pub const __need_va_list = ""; +pub const __need_va_arg = ""; +pub const __need___va_copy = ""; +pub const __need_va_copy = ""; +pub const __GNUC_VA_LIST = ""; +pub const _VA_LIST = ""; +pub const va_start = @compileError("unable to translate macro: undefined identifier `__builtin_va_start`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/__stdarg_va_arg.h:17:9 +pub const va_end = @compileError("unable to translate macro: undefined identifier `__builtin_va_end`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/__stdarg_va_arg.h:19:9 +pub const va_arg = @compileError("unable to translate C expr: unexpected token 'an identifier'"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/__stdarg_va_arg.h:20:9 +pub const __va_copy = @compileError("unable to translate macro: undefined identifier `__builtin_va_copy`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/__stdarg___va_copy.h:11:9 +pub const va_copy = @compileError("unable to translate macro: undefined identifier `__builtin_va_copy`"); +// C:\app\zig-windows-x86_64-0.13.0\lib\include/__stdarg_va_copy.h:11:9 +pub const CIMGUI_DEFINE_ENUMS_AND_STRUCTS = @as(c_int, 1); +pub const IMGUI_HAS_DOCK = @as(c_int, 1); + +[Process exited 0] diff --git a/lib/cimgui/cimplot/LICENSE b/lib/cimgui/cimplot/LICENSE new file mode 100644 index 0000000..0fae4ce --- /dev/null +++ b/lib/cimgui/cimplot/LICENSE @@ -0,0 +1,22 @@ +The MIT License (MIT) + +Copyright (c) 2020 Victor Bombí + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + diff --git a/lib/cimgui/cimplot/README.md b/lib/cimgui/cimplot/README.md new file mode 100644 index 0000000..ef93a7a --- /dev/null +++ b/lib/cimgui/cimplot/README.md @@ -0,0 +1,5 @@ +# cimplot + +This is a c-api wrapper for [implot](https://github.com/epezent/implot) which is a plotter for [Dear ImGui](https://github.com/ocornut/imgui) + +implot is a submodule of this repo. To do generation again in case implot is changed, you should update implot, make sure that cimgui repository is a sibling folder to this repository folder and execute generator/generator.bat(.sh) diff --git a/lib/cimgui/cimplot/cimplot.cpp b/lib/cimgui/cimplot/cimplot.cpp new file mode 100644 index 0000000..2b64795 --- /dev/null +++ b/lib/cimgui/cimplot/cimplot.cpp @@ -0,0 +1,3010 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimplot +//based on implot.h file version 0.17 from implot https://github.com/epezent/implot +//with implot_internal.h api + +#include "./implot/implot.h" +#include "./implot/implot_internal.h" +#include "cimplot.h" + +//ImPlotPoint getters manually wrapped for taking getters modifying ImPlotPoint* + +ImPlotPoint_getter getter_funcX; +ImPlotPoint_getter getter_funcX2; + +ImPlotPoint Wrapper(int idx, void* data) +{ + ImPlotPoint pp; + getter_funcX(data, idx, &pp); + return pp; +} + +ImPlotPoint Wrapper2(int idx, void* data) +{ + ImPlotPoint pp; + getter_funcX2(data, idx, &pp); + return pp; +} + +CIMGUI_API ImPlotPoint* ImPlotPoint_ImPlotPoint_Nil(void) +{ + return IM_NEW(ImPlotPoint)(); +} +CIMGUI_API void ImPlotPoint_destroy(ImPlotPoint* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotPoint* ImPlotPoint_ImPlotPoint_double(double _x,double _y) +{ + return IM_NEW(ImPlotPoint)(_x,_y); +} +CIMGUI_API ImPlotPoint* ImPlotPoint_ImPlotPoint_Vec2(const ImVec2 p) +{ + return IM_NEW(ImPlotPoint)(p); +} +CIMGUI_API ImPlotRange* ImPlotRange_ImPlotRange_Nil(void) +{ + return IM_NEW(ImPlotRange)(); +} +CIMGUI_API void ImPlotRange_destroy(ImPlotRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotRange* ImPlotRange_ImPlotRange_double(double _min,double _max) +{ + return IM_NEW(ImPlotRange)(_min,_max); +} +CIMGUI_API bool ImPlotRange_Contains(ImPlotRange* self,double value) +{ + return self->Contains(value); +} +CIMGUI_API double ImPlotRange_Size(ImPlotRange* self) +{ + return self->Size(); +} +CIMGUI_API double ImPlotRange_Clamp(ImPlotRange* self,double value) +{ + return self->Clamp(value); +} +CIMGUI_API ImPlotRect* ImPlotRect_ImPlotRect_Nil(void) +{ + return IM_NEW(ImPlotRect)(); +} +CIMGUI_API void ImPlotRect_destroy(ImPlotRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotRect* ImPlotRect_ImPlotRect_double(double x_min,double x_max,double y_min,double y_max) +{ + return IM_NEW(ImPlotRect)(x_min,x_max,y_min,y_max); +} +CIMGUI_API bool ImPlotRect_Contains_PlotPoInt(ImPlotRect* self,const ImPlotPoint p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImPlotRect_Contains_double(ImPlotRect* self,double x,double y) +{ + return self->Contains(x,y); +} +CIMGUI_API void ImPlotRect_Size(ImPlotPoint *pOut,ImPlotRect* self) +{ + *pOut = self->Size(); +} +CIMGUI_API void ImPlotRect_Clamp_PlotPoInt(ImPlotPoint *pOut,ImPlotRect* self,const ImPlotPoint p) +{ + *pOut = self->Clamp(p); +} +CIMGUI_API void ImPlotRect_Clamp_double(ImPlotPoint *pOut,ImPlotRect* self,double x,double y) +{ + *pOut = self->Clamp(x,y); +} +CIMGUI_API void ImPlotRect_Min(ImPlotPoint *pOut,ImPlotRect* self) +{ + *pOut = self->Min(); +} +CIMGUI_API void ImPlotRect_Max(ImPlotPoint *pOut,ImPlotRect* self) +{ + *pOut = self->Max(); +} +CIMGUI_API ImPlotStyle* ImPlotStyle_ImPlotStyle(void) +{ + return IM_NEW(ImPlotStyle)(); +} +CIMGUI_API void ImPlotStyle_destroy(ImPlotStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotInputMap* ImPlotInputMap_ImPlotInputMap(void) +{ + return IM_NEW(ImPlotInputMap)(); +} +CIMGUI_API void ImPlotInputMap_destroy(ImPlotInputMap* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotContext* ImPlot_CreateContext() +{ + return ImPlot::CreateContext(); +} +CIMGUI_API void ImPlot_DestroyContext(ImPlotContext* ctx) +{ + return ImPlot::DestroyContext(ctx); +} +CIMGUI_API ImPlotContext* ImPlot_GetCurrentContext() +{ + return ImPlot::GetCurrentContext(); +} +CIMGUI_API void ImPlot_SetCurrentContext(ImPlotContext* ctx) +{ + return ImPlot::SetCurrentContext(ctx); +} +CIMGUI_API void ImPlot_SetImGuiContext(ImGuiContext* ctx) +{ + return ImPlot::SetImGuiContext(ctx); +} +CIMGUI_API bool ImPlot_BeginPlot(const char* title_id,const ImVec2 size,ImPlotFlags flags) +{ + return ImPlot::BeginPlot(title_id,size,flags); +} +CIMGUI_API void ImPlot_EndPlot() +{ + return ImPlot::EndPlot(); +} +CIMGUI_API bool ImPlot_BeginSubplots(const char* title_id,int rows,int cols,const ImVec2 size,ImPlotSubplotFlags flags,float* row_ratios,float* col_ratios) +{ + return ImPlot::BeginSubplots(title_id,rows,cols,size,flags,row_ratios,col_ratios); +} +CIMGUI_API void ImPlot_EndSubplots() +{ + return ImPlot::EndSubplots(); +} +CIMGUI_API void ImPlot_SetupAxis(ImAxis axis,const char* label,ImPlotAxisFlags flags) +{ + return ImPlot::SetupAxis(axis,label,flags); +} +CIMGUI_API void ImPlot_SetupAxisLimits(ImAxis axis,double v_min,double v_max,ImPlotCond cond) +{ + return ImPlot::SetupAxisLimits(axis,v_min,v_max,cond); +} +CIMGUI_API void ImPlot_SetupAxisLinks(ImAxis axis,double* link_min,double* link_max) +{ + return ImPlot::SetupAxisLinks(axis,link_min,link_max); +} +CIMGUI_API void ImPlot_SetupAxisFormat_Str(ImAxis axis,const char* fmt) +{ + return ImPlot::SetupAxisFormat(axis,fmt); +} +CIMGUI_API void ImPlot_SetupAxisFormat_PlotFormatter(ImAxis axis,ImPlotFormatter formatter,void* data) +{ + return ImPlot::SetupAxisFormat(axis,formatter,data); +} +CIMGUI_API void ImPlot_SetupAxisTicks_doublePtr(ImAxis axis,const double* values,int n_ticks,const char* const labels[],bool keep_default) +{ + return ImPlot::SetupAxisTicks(axis,values,n_ticks,labels,keep_default); +} +CIMGUI_API void ImPlot_SetupAxisTicks_double(ImAxis axis,double v_min,double v_max,int n_ticks,const char* const labels[],bool keep_default) +{ + return ImPlot::SetupAxisTicks(axis,v_min,v_max,n_ticks,labels,keep_default); +} +CIMGUI_API void ImPlot_SetupAxisScale_PlotScale(ImAxis axis,ImPlotScale scale) +{ + return ImPlot::SetupAxisScale(axis,scale); +} +CIMGUI_API void ImPlot_SetupAxisScale_PlotTransform(ImAxis axis,ImPlotTransform forward,ImPlotTransform inverse,void* data) +{ + return ImPlot::SetupAxisScale(axis,forward,inverse,data); +} +CIMGUI_API void ImPlot_SetupAxisLimitsConstraints(ImAxis axis,double v_min,double v_max) +{ + return ImPlot::SetupAxisLimitsConstraints(axis,v_min,v_max); +} +CIMGUI_API void ImPlot_SetupAxisZoomConstraints(ImAxis axis,double z_min,double z_max) +{ + return ImPlot::SetupAxisZoomConstraints(axis,z_min,z_max); +} +CIMGUI_API void ImPlot_SetupAxes(const char* x_label,const char* y_label,ImPlotAxisFlags x_flags,ImPlotAxisFlags y_flags) +{ + return ImPlot::SetupAxes(x_label,y_label,x_flags,y_flags); +} +CIMGUI_API void ImPlot_SetupAxesLimits(double x_min,double x_max,double y_min,double y_max,ImPlotCond cond) +{ + return ImPlot::SetupAxesLimits(x_min,x_max,y_min,y_max,cond); +} +CIMGUI_API void ImPlot_SetupLegend(ImPlotLocation location,ImPlotLegendFlags flags) +{ + return ImPlot::SetupLegend(location,flags); +} +CIMGUI_API void ImPlot_SetupMouseText(ImPlotLocation location,ImPlotMouseTextFlags flags) +{ + return ImPlot::SetupMouseText(location,flags); +} +CIMGUI_API void ImPlot_SetupFinish() +{ + return ImPlot::SetupFinish(); +} +CIMGUI_API void ImPlot_SetNextAxisLimits(ImAxis axis,double v_min,double v_max,ImPlotCond cond) +{ + return ImPlot::SetNextAxisLimits(axis,v_min,v_max,cond); +} +CIMGUI_API void ImPlot_SetNextAxisLinks(ImAxis axis,double* link_min,double* link_max) +{ + return ImPlot::SetNextAxisLinks(axis,link_min,link_max); +} +CIMGUI_API void ImPlot_SetNextAxisToFit(ImAxis axis) +{ + return ImPlot::SetNextAxisToFit(axis); +} +CIMGUI_API void ImPlot_SetNextAxesLimits(double x_min,double x_max,double y_min,double y_max,ImPlotCond cond) +{ + return ImPlot::SetNextAxesLimits(x_min,x_max,y_min,y_max,cond); +} +CIMGUI_API void ImPlot_SetNextAxesToFit() +{ + return ImPlot::SetNextAxesToFit(); +} +CIMGUI_API void ImPlot_PlotLine_FloatPtrInt(const char* label_id,const float* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_doublePtrInt(const char* label_id,const double* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S8PtrInt(const char* label_id,const ImS8* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U8PtrInt(const char* label_id,const ImU8* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S16PtrInt(const char* label_id,const ImS16* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U16PtrInt(const char* label_id,const ImU16* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S32PtrInt(const char* label_id,const ImS32* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U32PtrInt(const char* label_id,const ImU32* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S64PtrInt(const char* label_id,const ImS64* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U64PtrInt(const char* label_id,const ImU64* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLine_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotLineFlags flags,int offset,int stride) +{ + return ImPlot::PlotLine(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotLineG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotLineFlags flags) +{ + getter_funcX = getter; + ImPlot::PlotLineG(label_id,Wrapper,data,count,flags); +} +CIMGUI_API void ImPlot_PlotScatter_FloatPtrInt(const char* label_id,const float* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_doublePtrInt(const char* label_id,const double* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S8PtrInt(const char* label_id,const ImS8* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U8PtrInt(const char* label_id,const ImU8* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S16PtrInt(const char* label_id,const ImS16* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U16PtrInt(const char* label_id,const ImU16* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S32PtrInt(const char* label_id,const ImS32* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U32PtrInt(const char* label_id,const ImU32* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S64PtrInt(const char* label_id,const ImS64* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U64PtrInt(const char* label_id,const ImU64* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatter_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotScatterFlags flags,int offset,int stride) +{ + return ImPlot::PlotScatter(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotScatterG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotScatterFlags flags) +{ + getter_funcX = getter; + ImPlot::PlotScatterG(label_id,Wrapper,data,count,flags); +} +CIMGUI_API void ImPlot_PlotStairs_FloatPtrInt(const char* label_id,const float* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_doublePtrInt(const char* label_id,const double* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S8PtrInt(const char* label_id,const ImS8* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U8PtrInt(const char* label_id,const ImU8* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S16PtrInt(const char* label_id,const ImS16* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U16PtrInt(const char* label_id,const ImU16* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S32PtrInt(const char* label_id,const ImS32* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U32PtrInt(const char* label_id,const ImU32* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S64PtrInt(const char* label_id,const ImS64* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U64PtrInt(const char* label_id,const ImU64* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,values,count,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairs_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotStairsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStairs(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStairsG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotStairsFlags flags) +{ + getter_funcX = getter; + ImPlot::PlotStairsG(label_id,Wrapper,data,count,flags); +} +CIMGUI_API void ImPlot_PlotShaded_FloatPtrInt(const char* label_id,const float* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_doublePtrInt(const char* label_id,const double* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S8PtrInt(const char* label_id,const ImS8* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U8PtrInt(const char* label_id,const ImU8* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S16PtrInt(const char* label_id,const ImS16* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U16PtrInt(const char* label_id,const ImU16* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S32PtrInt(const char* label_id,const ImS32* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U32PtrInt(const char* label_id,const ImU32* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S64PtrInt(const char* label_id,const ImS64* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U64PtrInt(const char* label_id,const ImU64* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,values,count,yref,xscale,xstart,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_FloatPtrFloatPtrInt(const char* label_id,const float* xs,const float* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_doublePtrdoublePtrInt(const char* label_id,const double* xs,const double* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S8PtrS8PtrInt(const char* label_id,const ImS8* xs,const ImS8* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U8PtrU8PtrInt(const char* label_id,const ImU8* xs,const ImU8* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S16PtrS16PtrInt(const char* label_id,const ImS16* xs,const ImS16* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U16PtrU16PtrInt(const char* label_id,const ImU16* xs,const ImU16* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S32PtrS32PtrInt(const char* label_id,const ImS32* xs,const ImS32* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U32PtrU32PtrInt(const char* label_id,const ImU32* xs,const ImU32* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S64PtrS64PtrInt(const char* label_id,const ImS64* xs,const ImS64* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U64PtrU64PtrInt(const char* label_id,const ImU64* xs,const ImU64* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys,count,yref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_FloatPtrFloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys1,const float* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_doublePtrdoublePtrdoublePtr(const char* label_id,const double* xs,const double* ys1,const double* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S8PtrS8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys1,const ImS8* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U8PtrU8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys1,const ImU8* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S16PtrS16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys1,const ImS16* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U16PtrU16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys1,const ImU16* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S32PtrS32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys1,const ImS32* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U32PtrU32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys1,const ImU32* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_S64PtrS64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys1,const ImS64* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShaded_U64PtrU64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys1,const ImU64* ys2,int count,ImPlotShadedFlags flags,int offset,int stride) +{ + return ImPlot::PlotShaded(label_id,xs,ys1,ys2,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotShadedG(const char* label_id,ImPlotPoint_getter getter1,void* data1,ImPlotPoint_getter getter2,void* data2,int count,ImPlotShadedFlags flags) +{ + getter_funcX = getter1; + getter_funcX2 = getter2; + ImPlot::PlotShadedG(label_id,Wrapper,data1,Wrapper2,data2,count,flags); +} +CIMGUI_API void ImPlot_PlotBars_FloatPtrInt(const char* label_id,const float* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_doublePtrInt(const char* label_id,const double* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S8PtrInt(const char* label_id,const ImS8* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U8PtrInt(const char* label_id,const ImU8* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S16PtrInt(const char* label_id,const ImS16* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U16PtrInt(const char* label_id,const ImU16* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S32PtrInt(const char* label_id,const ImS32* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U32PtrInt(const char* label_id,const ImU32* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S64PtrInt(const char* label_id,const ImS64* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U64PtrInt(const char* label_id,const ImU64* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,values,count,bar_size,shift,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBars_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotBars(label_id,xs,ys,count,bar_size,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotBarsG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,double bar_size,ImPlotBarsFlags flags) +{ + getter_funcX = getter; + ImPlot::PlotBarsG(label_id,Wrapper,data,count,bar_size,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_FloatPtr(const char* const label_ids[],const float* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_doublePtr(const char* const label_ids[],const double* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_S8Ptr(const char* const label_ids[],const ImS8* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_U8Ptr(const char* const label_ids[],const ImU8* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_S16Ptr(const char* const label_ids[],const ImS16* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_U16Ptr(const char* const label_ids[],const ImU16* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_S32Ptr(const char* const label_ids[],const ImS32* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_U32Ptr(const char* const label_ids[],const ImU32* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_S64Ptr(const char* const label_ids[],const ImS64* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotBarGroups_U64Ptr(const char* const label_ids[],const ImU64* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags) +{ + return ImPlot::PlotBarGroups(label_ids,values,item_count,group_count,group_size,shift,flags); +} +CIMGUI_API void ImPlot_PlotErrorBars_FloatPtrFloatPtrFloatPtrInt(const char* label_id,const float* xs,const float* ys,const float* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_doublePtrdoublePtrdoublePtrInt(const char* label_id,const double* xs,const double* ys,const double* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S8PtrS8PtrS8PtrInt(const char* label_id,const ImS8* xs,const ImS8* ys,const ImS8* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U8PtrU8PtrU8PtrInt(const char* label_id,const ImU8* xs,const ImU8* ys,const ImU8* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S16PtrS16PtrS16PtrInt(const char* label_id,const ImS16* xs,const ImS16* ys,const ImS16* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U16PtrU16PtrU16PtrInt(const char* label_id,const ImU16* xs,const ImU16* ys,const ImU16* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S32PtrS32PtrS32PtrInt(const char* label_id,const ImS32* xs,const ImS32* ys,const ImS32* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U32PtrU32PtrU32PtrInt(const char* label_id,const ImU32* xs,const ImU32* ys,const ImU32* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S64PtrS64PtrS64PtrInt(const char* label_id,const ImS64* xs,const ImS64* ys,const ImS64* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U64PtrU64PtrU64PtrInt(const char* label_id,const ImU64* xs,const ImU64* ys,const ImU64* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,err,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_FloatPtrFloatPtrFloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,const float* neg,const float* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_doublePtrdoublePtrdoublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,const double* neg,const double* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S8PtrS8PtrS8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,const ImS8* neg,const ImS8* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U8PtrU8PtrU8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,const ImU8* neg,const ImU8* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S16PtrS16PtrS16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,const ImS16* neg,const ImS16* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U16PtrU16PtrU16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,const ImU16* neg,const ImU16* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S32PtrS32PtrS32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,const ImS32* neg,const ImS32* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U32PtrU32PtrU32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,const ImU32* neg,const ImU32* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_S64PtrS64PtrS64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,const ImS64* neg,const ImS64* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotErrorBars_U64PtrU64PtrU64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,const ImU64* neg,const ImU64* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride) +{ + return ImPlot::PlotErrorBars(label_id,xs,ys,neg,pos,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_FloatPtrInt(const char* label_id,const float* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_doublePtrInt(const char* label_id,const double* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S8PtrInt(const char* label_id,const ImS8* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U8PtrInt(const char* label_id,const ImU8* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S16PtrInt(const char* label_id,const ImS16* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U16PtrInt(const char* label_id,const ImU16* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S32PtrInt(const char* label_id,const ImS32* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U32PtrInt(const char* label_id,const ImU32* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S64PtrInt(const char* label_id,const ImS64* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U64PtrInt(const char* label_id,const ImU64* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,values,count,ref,scale,start,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotStems_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride) +{ + return ImPlot::PlotStems(label_id,xs,ys,count,ref,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_FloatPtr(const char* label_id,const float* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_doublePtr(const char* label_id,const double* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_S8Ptr(const char* label_id,const ImS8* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_U8Ptr(const char* label_id,const ImU8* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_S16Ptr(const char* label_id,const ImS16* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_U16Ptr(const char* label_id,const ImU16* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_S32Ptr(const char* label_id,const ImS32* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_U32Ptr(const char* label_id,const ImU32* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_S64Ptr(const char* label_id,const ImS64* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotInfLines_U64Ptr(const char* label_id,const ImU64* values,int count,ImPlotInfLinesFlags flags,int offset,int stride) +{ + return ImPlot::PlotInfLines(label_id,values,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotPieChart_FloatPtrPlotFormatter(const char* const label_ids[],const float* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_doublePtrPlotFormatter(const char* const label_ids[],const double* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S8PtrPlotFormatter(const char* const label_ids[],const ImS8* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U8PtrPlotFormatter(const char* const label_ids[],const ImU8* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S16PtrPlotFormatter(const char* const label_ids[],const ImS16* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U16PtrPlotFormatter(const char* const label_ids[],const ImU16* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S32PtrPlotFormatter(const char* const label_ids[],const ImS32* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U32PtrPlotFormatter(const char* const label_ids[],const ImU32* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S64PtrPlotFormatter(const char* const label_ids[],const ImS64* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U64PtrPlotFormatter(const char* const label_ids[],const ImU64* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,fmt,fmt_data,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_FloatPtrStr(const char* const label_ids[],const float* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_doublePtrStr(const char* const label_ids[],const double* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S8PtrStr(const char* const label_ids[],const ImS8* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U8PtrStr(const char* const label_ids[],const ImU8* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S16PtrStr(const char* const label_ids[],const ImS16* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U16PtrStr(const char* const label_ids[],const ImU16* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S32PtrStr(const char* const label_ids[],const ImS32* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U32PtrStr(const char* const label_ids[],const ImU32* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_S64PtrStr(const char* const label_ids[],const ImS64* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotPieChart_U64PtrStr(const char* const label_ids[],const ImU64* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags) +{ + return ImPlot::PlotPieChart(label_ids,values,count,x,y,radius,label_fmt,angle0,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_FloatPtr(const char* label_id,const float* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_doublePtr(const char* label_id,const double* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_S8Ptr(const char* label_id,const ImS8* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_U8Ptr(const char* label_id,const ImU8* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_S16Ptr(const char* label_id,const ImS16* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_U16Ptr(const char* label_id,const ImU16* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_S32Ptr(const char* label_id,const ImS32* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_U32Ptr(const char* label_id,const ImU32* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_S64Ptr(const char* label_id,const ImS64* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API void ImPlot_PlotHeatmap_U64Ptr(const char* label_id,const ImU64* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags) +{ + return ImPlot::PlotHeatmap(label_id,values,rows,cols,scale_min,scale_max,label_fmt,bounds_min,bounds_max,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_FloatPtr(const char* label_id,const float* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_doublePtr(const char* label_id,const double* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_S8Ptr(const char* label_id,const ImS8* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_U8Ptr(const char* label_id,const ImU8* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_S16Ptr(const char* label_id,const ImS16* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_U16Ptr(const char* label_id,const ImU16* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_S32Ptr(const char* label_id,const ImS32* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_U32Ptr(const char* label_id,const ImU32* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_S64Ptr(const char* label_id,const ImS64* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram_U64Ptr(const char* label_id,const ImU64* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram(label_id,values,count,bins,bar_scale,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_FloatPtr(const char* label_id,const float* xs,const float* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_doublePtr(const char* label_id,const double* xs,const double* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_S8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_U8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_S16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_U16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_S32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_U32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_S64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API double ImPlot_PlotHistogram2D_U64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags) +{ + return ImPlot::PlotHistogram2D(label_id,xs,ys,count,x_bins,y_bins,range,flags); +} +CIMGUI_API void ImPlot_PlotDigital_FloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_doublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_S8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_U8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_S16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_U16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_S32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_U32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_S64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigital_U64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotDigitalFlags flags,int offset,int stride) +{ + return ImPlot::PlotDigital(label_id,xs,ys,count,flags,offset,stride); +} +CIMGUI_API void ImPlot_PlotDigitalG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotDigitalFlags flags) +{ + getter_funcX = getter; + ImPlot::PlotDigitalG(label_id,Wrapper,data,count,flags); +} +CIMGUI_API void ImPlot_PlotImage(const char* label_id,ImTextureID user_texture_id,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,ImPlotImageFlags flags) +{ + return ImPlot::PlotImage(label_id,user_texture_id,bounds_min,bounds_max,uv0,uv1,tint_col,flags); +} +CIMGUI_API void ImPlot_PlotText(const char* text,double x,double y,const ImVec2 pix_offset,ImPlotTextFlags flags) +{ + return ImPlot::PlotText(text,x,y,pix_offset,flags); +} +CIMGUI_API void ImPlot_PlotDummy(const char* label_id,ImPlotDummyFlags flags) +{ + return ImPlot::PlotDummy(label_id,flags); +} +CIMGUI_API bool ImPlot_DragPoint(int id,double* x,double* y,const ImVec4 col,float size,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held) +{ + return ImPlot::DragPoint(id,x,y,col,size,flags,out_clicked,out_hovered,held); +} +CIMGUI_API bool ImPlot_DragLineX(int id,double* x,const ImVec4 col,float thickness,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held) +{ + return ImPlot::DragLineX(id,x,col,thickness,flags,out_clicked,out_hovered,held); +} +CIMGUI_API bool ImPlot_DragLineY(int id,double* y,const ImVec4 col,float thickness,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held) +{ + return ImPlot::DragLineY(id,y,col,thickness,flags,out_clicked,out_hovered,held); +} +CIMGUI_API bool ImPlot_DragRect(int id,double* x1,double* y1,double* x2,double* y2,const ImVec4 col,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held) +{ + return ImPlot::DragRect(id,x1,y1,x2,y2,col,flags,out_clicked,out_hovered,held); +} +CIMGUI_API void ImPlot_Annotation_Bool(double x,double y,const ImVec4 col,const ImVec2 pix_offset,bool clamp,bool round) +{ + return ImPlot::Annotation(x,y,col,pix_offset,clamp,round); +} +CIMGUI_API void ImPlot_Annotation_Str(double x,double y,const ImVec4 col,const ImVec2 pix_offset,bool clamp,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImPlot::AnnotationV(x,y,col,pix_offset,clamp,fmt,args); + va_end(args); +} +CIMGUI_API void ImPlot_AnnotationV(double x,double y,const ImVec4 col,const ImVec2 pix_offset,bool clamp,const char* fmt,va_list args) +{ + return ImPlot::AnnotationV(x,y,col,pix_offset,clamp,fmt,args); +} +CIMGUI_API void ImPlot_TagX_Bool(double x,const ImVec4 col,bool round) +{ + return ImPlot::TagX(x,col,round); +} +CIMGUI_API void ImPlot_TagX_Str(double x,const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImPlot::TagXV(x,col,fmt,args); + va_end(args); +} +CIMGUI_API void ImPlot_TagXV(double x,const ImVec4 col,const char* fmt,va_list args) +{ + return ImPlot::TagXV(x,col,fmt,args); +} +CIMGUI_API void ImPlot_TagY_Bool(double y,const ImVec4 col,bool round) +{ + return ImPlot::TagY(y,col,round); +} +CIMGUI_API void ImPlot_TagY_Str(double y,const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImPlot::TagYV(y,col,fmt,args); + va_end(args); +} +CIMGUI_API void ImPlot_TagYV(double y,const ImVec4 col,const char* fmt,va_list args) +{ + return ImPlot::TagYV(y,col,fmt,args); +} +CIMGUI_API void ImPlot_SetAxis(ImAxis axis) +{ + return ImPlot::SetAxis(axis); +} +CIMGUI_API void ImPlot_SetAxes(ImAxis x_axis,ImAxis y_axis) +{ + return ImPlot::SetAxes(x_axis,y_axis); +} +CIMGUI_API void ImPlot_PixelsToPlot_Vec2(ImPlotPoint *pOut,const ImVec2 pix,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::PixelsToPlot(pix,x_axis,y_axis); +} +CIMGUI_API void ImPlot_PixelsToPlot_Float(ImPlotPoint *pOut,float x,float y,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::PixelsToPlot(x,y,x_axis,y_axis); +} +CIMGUI_API void ImPlot_PlotToPixels_PlotPoInt(ImVec2 *pOut,const ImPlotPoint plt,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::PlotToPixels(plt,x_axis,y_axis); +} +CIMGUI_API void ImPlot_PlotToPixels_double(ImVec2 *pOut,double x,double y,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::PlotToPixels(x,y,x_axis,y_axis); +} +CIMGUI_API void ImPlot_GetPlotPos(ImVec2 *pOut) +{ + *pOut = ImPlot::GetPlotPos(); +} +CIMGUI_API void ImPlot_GetPlotSize(ImVec2 *pOut) +{ + *pOut = ImPlot::GetPlotSize(); +} +CIMGUI_API void ImPlot_GetPlotMousePos(ImPlotPoint *pOut,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::GetPlotMousePos(x_axis,y_axis); +} +CIMGUI_API void ImPlot_GetPlotLimits(ImPlotRect *pOut,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::GetPlotLimits(x_axis,y_axis); +} +CIMGUI_API bool ImPlot_IsPlotHovered() +{ + return ImPlot::IsPlotHovered(); +} +CIMGUI_API bool ImPlot_IsAxisHovered(ImAxis axis) +{ + return ImPlot::IsAxisHovered(axis); +} +CIMGUI_API bool ImPlot_IsSubplotsHovered() +{ + return ImPlot::IsSubplotsHovered(); +} +CIMGUI_API bool ImPlot_IsPlotSelected() +{ + return ImPlot::IsPlotSelected(); +} +CIMGUI_API void ImPlot_GetPlotSelection(ImPlotRect *pOut,ImAxis x_axis,ImAxis y_axis) +{ + *pOut = ImPlot::GetPlotSelection(x_axis,y_axis); +} +CIMGUI_API void ImPlot_CancelPlotSelection() +{ + return ImPlot::CancelPlotSelection(); +} +CIMGUI_API void ImPlot_HideNextItem(bool hidden,ImPlotCond cond) +{ + return ImPlot::HideNextItem(hidden,cond); +} +CIMGUI_API bool ImPlot_BeginAlignedPlots(const char* group_id,bool vertical) +{ + return ImPlot::BeginAlignedPlots(group_id,vertical); +} +CIMGUI_API void ImPlot_EndAlignedPlots() +{ + return ImPlot::EndAlignedPlots(); +} +CIMGUI_API bool ImPlot_BeginLegendPopup(const char* label_id,ImGuiMouseButton mouse_button) +{ + return ImPlot::BeginLegendPopup(label_id,mouse_button); +} +CIMGUI_API void ImPlot_EndLegendPopup() +{ + return ImPlot::EndLegendPopup(); +} +CIMGUI_API bool ImPlot_IsLegendEntryHovered(const char* label_id) +{ + return ImPlot::IsLegendEntryHovered(label_id); +} +CIMGUI_API bool ImPlot_BeginDragDropTargetPlot() +{ + return ImPlot::BeginDragDropTargetPlot(); +} +CIMGUI_API bool ImPlot_BeginDragDropTargetAxis(ImAxis axis) +{ + return ImPlot::BeginDragDropTargetAxis(axis); +} +CIMGUI_API bool ImPlot_BeginDragDropTargetLegend() +{ + return ImPlot::BeginDragDropTargetLegend(); +} +CIMGUI_API void ImPlot_EndDragDropTarget() +{ + return ImPlot::EndDragDropTarget(); +} +CIMGUI_API bool ImPlot_BeginDragDropSourcePlot(ImGuiDragDropFlags flags) +{ + return ImPlot::BeginDragDropSourcePlot(flags); +} +CIMGUI_API bool ImPlot_BeginDragDropSourceAxis(ImAxis axis,ImGuiDragDropFlags flags) +{ + return ImPlot::BeginDragDropSourceAxis(axis,flags); +} +CIMGUI_API bool ImPlot_BeginDragDropSourceItem(const char* label_id,ImGuiDragDropFlags flags) +{ + return ImPlot::BeginDragDropSourceItem(label_id,flags); +} +CIMGUI_API void ImPlot_EndDragDropSource() +{ + return ImPlot::EndDragDropSource(); +} +CIMGUI_API ImPlotStyle* ImPlot_GetStyle() +{ + return &ImPlot::GetStyle(); +} +CIMGUI_API void ImPlot_StyleColorsAuto(ImPlotStyle* dst) +{ + return ImPlot::StyleColorsAuto(dst); +} +CIMGUI_API void ImPlot_StyleColorsClassic(ImPlotStyle* dst) +{ + return ImPlot::StyleColorsClassic(dst); +} +CIMGUI_API void ImPlot_StyleColorsDark(ImPlotStyle* dst) +{ + return ImPlot::StyleColorsDark(dst); +} +CIMGUI_API void ImPlot_StyleColorsLight(ImPlotStyle* dst) +{ + return ImPlot::StyleColorsLight(dst); +} +CIMGUI_API void ImPlot_PushStyleColor_U32(ImPlotCol idx,ImU32 col) +{ + return ImPlot::PushStyleColor(idx,col); +} +CIMGUI_API void ImPlot_PushStyleColor_Vec4(ImPlotCol idx,const ImVec4 col) +{ + return ImPlot::PushStyleColor(idx,col); +} +CIMGUI_API void ImPlot_PopStyleColor(int count) +{ + return ImPlot::PopStyleColor(count); +} +CIMGUI_API void ImPlot_PushStyleVar_Float(ImPlotStyleVar idx,float val) +{ + return ImPlot::PushStyleVar(idx,val); +} +CIMGUI_API void ImPlot_PushStyleVar_Int(ImPlotStyleVar idx,int val) +{ + return ImPlot::PushStyleVar(idx,val); +} +CIMGUI_API void ImPlot_PushStyleVar_Vec2(ImPlotStyleVar idx,const ImVec2 val) +{ + return ImPlot::PushStyleVar(idx,val); +} +CIMGUI_API void ImPlot_PopStyleVar(int count) +{ + return ImPlot::PopStyleVar(count); +} +CIMGUI_API void ImPlot_SetNextLineStyle(const ImVec4 col,float weight) +{ + return ImPlot::SetNextLineStyle(col,weight); +} +CIMGUI_API void ImPlot_SetNextFillStyle(const ImVec4 col,float alpha_mod) +{ + return ImPlot::SetNextFillStyle(col,alpha_mod); +} +CIMGUI_API void ImPlot_SetNextMarkerStyle(ImPlotMarker marker,float size,const ImVec4 fill,float weight,const ImVec4 outline) +{ + return ImPlot::SetNextMarkerStyle(marker,size,fill,weight,outline); +} +CIMGUI_API void ImPlot_SetNextErrorBarStyle(const ImVec4 col,float size,float weight) +{ + return ImPlot::SetNextErrorBarStyle(col,size,weight); +} +CIMGUI_API void ImPlot_GetLastItemColor(ImVec4 *pOut) +{ + *pOut = ImPlot::GetLastItemColor(); +} +CIMGUI_API const char* ImPlot_GetStyleColorName(ImPlotCol idx) +{ + return ImPlot::GetStyleColorName(idx); +} +CIMGUI_API const char* ImPlot_GetMarkerName(ImPlotMarker idx) +{ + return ImPlot::GetMarkerName(idx); +} +CIMGUI_API ImPlotColormap ImPlot_AddColormap_Vec4Ptr(const char* name,const ImVec4* cols,int size,bool qual) +{ + return ImPlot::AddColormap(name,cols,size,qual); +} +CIMGUI_API ImPlotColormap ImPlot_AddColormap_U32Ptr(const char* name,const ImU32* cols,int size,bool qual) +{ + return ImPlot::AddColormap(name,cols,size,qual); +} +CIMGUI_API int ImPlot_GetColormapCount() +{ + return ImPlot::GetColormapCount(); +} +CIMGUI_API const char* ImPlot_GetColormapName(ImPlotColormap cmap) +{ + return ImPlot::GetColormapName(cmap); +} +CIMGUI_API ImPlotColormap ImPlot_GetColormapIndex(const char* name) +{ + return ImPlot::GetColormapIndex(name); +} +CIMGUI_API void ImPlot_PushColormap_PlotColormap(ImPlotColormap cmap) +{ + return ImPlot::PushColormap(cmap); +} +CIMGUI_API void ImPlot_PushColormap_Str(const char* name) +{ + return ImPlot::PushColormap(name); +} +CIMGUI_API void ImPlot_PopColormap(int count) +{ + return ImPlot::PopColormap(count); +} +CIMGUI_API void ImPlot_NextColormapColor(ImVec4 *pOut) +{ + *pOut = ImPlot::NextColormapColor(); +} +CIMGUI_API int ImPlot_GetColormapSize(ImPlotColormap cmap) +{ + return ImPlot::GetColormapSize(cmap); +} +CIMGUI_API void ImPlot_GetColormapColor(ImVec4 *pOut,int idx,ImPlotColormap cmap) +{ + *pOut = ImPlot::GetColormapColor(idx,cmap); +} +CIMGUI_API void ImPlot_SampleColormap(ImVec4 *pOut,float t,ImPlotColormap cmap) +{ + *pOut = ImPlot::SampleColormap(t,cmap); +} +CIMGUI_API void ImPlot_ColormapScale(const char* label,double scale_min,double scale_max,const ImVec2 size,const char* format,ImPlotColormapScaleFlags flags,ImPlotColormap cmap) +{ + return ImPlot::ColormapScale(label,scale_min,scale_max,size,format,flags,cmap); +} +CIMGUI_API bool ImPlot_ColormapSlider(const char* label,float* t,ImVec4* out,const char* format,ImPlotColormap cmap) +{ + return ImPlot::ColormapSlider(label,t,out,format,cmap); +} +CIMGUI_API bool ImPlot_ColormapButton(const char* label,const ImVec2 size,ImPlotColormap cmap) +{ + return ImPlot::ColormapButton(label,size,cmap); +} +CIMGUI_API void ImPlot_BustColorCache(const char* plot_title_id) +{ + return ImPlot::BustColorCache(plot_title_id); +} +CIMGUI_API ImPlotInputMap* ImPlot_GetInputMap() +{ + return &ImPlot::GetInputMap(); +} +CIMGUI_API void ImPlot_MapInputDefault(ImPlotInputMap* dst) +{ + return ImPlot::MapInputDefault(dst); +} +CIMGUI_API void ImPlot_MapInputReverse(ImPlotInputMap* dst) +{ + return ImPlot::MapInputReverse(dst); +} +CIMGUI_API void ImPlot_ItemIcon_Vec4(const ImVec4 col) +{ + return ImPlot::ItemIcon(col); +} +CIMGUI_API void ImPlot_ItemIcon_U32(ImU32 col) +{ + return ImPlot::ItemIcon(col); +} +CIMGUI_API void ImPlot_ColormapIcon(ImPlotColormap cmap) +{ + return ImPlot::ColormapIcon(cmap); +} +CIMGUI_API ImDrawList* ImPlot_GetPlotDrawList() +{ + return ImPlot::GetPlotDrawList(); +} +CIMGUI_API void ImPlot_PushPlotClipRect(float expand) +{ + return ImPlot::PushPlotClipRect(expand); +} +CIMGUI_API void ImPlot_PopPlotClipRect() +{ + return ImPlot::PopPlotClipRect(); +} +CIMGUI_API bool ImPlot_ShowStyleSelector(const char* label) +{ + return ImPlot::ShowStyleSelector(label); +} +CIMGUI_API bool ImPlot_ShowColormapSelector(const char* label) +{ + return ImPlot::ShowColormapSelector(label); +} +CIMGUI_API bool ImPlot_ShowInputMapSelector(const char* label) +{ + return ImPlot::ShowInputMapSelector(label); +} +CIMGUI_API void ImPlot_ShowStyleEditor(ImPlotStyle* ref) +{ + return ImPlot::ShowStyleEditor(ref); +} +CIMGUI_API void ImPlot_ShowUserGuide() +{ + return ImPlot::ShowUserGuide(); +} +CIMGUI_API void ImPlot_ShowMetricsWindow(bool* p_popen) +{ + return ImPlot::ShowMetricsWindow(p_popen); +} +CIMGUI_API void ImPlot_ShowDemoWindow(bool* p_open) +{ + return ImPlot::ShowDemoWindow(p_open); +} +CIMGUI_API float ImPlot_ImLog10_Float(float x) +{ + return ImLog10(x); +} +CIMGUI_API double ImPlot_ImLog10_double(double x) +{ + return ImLog10(x); +} +CIMGUI_API float ImPlot_ImSinh_Float(float x) +{ + return ImSinh(x); +} +CIMGUI_API double ImPlot_ImSinh_double(double x) +{ + return ImSinh(x); +} +CIMGUI_API float ImPlot_ImAsinh_Float(float x) +{ + return ImAsinh(x); +} +CIMGUI_API double ImPlot_ImAsinh_double(double x) +{ + return ImAsinh(x); +} +CIMGUI_API float ImPlot_ImRemap_Float(float x,float x0,float x1,float y0,float y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API double ImPlot_ImRemap_double(double x,double x0,double x1,double y0,double y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImS8 ImPlot_ImRemap_S8(ImS8 x,ImS8 x0,ImS8 x1,ImS8 y0,ImS8 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImU8 ImPlot_ImRemap_U8(ImU8 x,ImU8 x0,ImU8 x1,ImU8 y0,ImU8 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImS16 ImPlot_ImRemap_S16(ImS16 x,ImS16 x0,ImS16 x1,ImS16 y0,ImS16 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImU16 ImPlot_ImRemap_U16(ImU16 x,ImU16 x0,ImU16 x1,ImU16 y0,ImU16 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImS32 ImPlot_ImRemap_S32(ImS32 x,ImS32 x0,ImS32 x1,ImS32 y0,ImS32 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImU32 ImPlot_ImRemap_U32(ImU32 x,ImU32 x0,ImU32 x1,ImU32 y0,ImU32 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImS64 ImPlot_ImRemap_S64(ImS64 x,ImS64 x0,ImS64 x1,ImS64 y0,ImS64 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API ImU64 ImPlot_ImRemap_U64(ImU64 x,ImU64 x0,ImU64 x1,ImU64 y0,ImU64 y1) +{ + return ImRemap(x,x0,x1,y0,y1); +} +CIMGUI_API float ImPlot_ImRemap01_Float(float x,float x0,float x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API double ImPlot_ImRemap01_double(double x,double x0,double x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImS8 ImPlot_ImRemap01_S8(ImS8 x,ImS8 x0,ImS8 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImU8 ImPlot_ImRemap01_U8(ImU8 x,ImU8 x0,ImU8 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImS16 ImPlot_ImRemap01_S16(ImS16 x,ImS16 x0,ImS16 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImU16 ImPlot_ImRemap01_U16(ImU16 x,ImU16 x0,ImU16 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImS32 ImPlot_ImRemap01_S32(ImS32 x,ImS32 x0,ImS32 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImU32 ImPlot_ImRemap01_U32(ImU32 x,ImU32 x0,ImU32 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImS64 ImPlot_ImRemap01_S64(ImS64 x,ImS64 x0,ImS64 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API ImU64 ImPlot_ImRemap01_U64(ImU64 x,ImU64 x0,ImU64 x1) +{ + return ImRemap01(x,x0,x1); +} +CIMGUI_API int ImPlot_ImPosMod(int l,int r) +{ + return ImPosMod(l,r); +} +CIMGUI_API bool ImPlot_ImNan(double val) +{ + return ImNan(val); +} +CIMGUI_API bool ImPlot_ImNanOrInf(double val) +{ + return ImNanOrInf(val); +} +CIMGUI_API double ImPlot_ImConstrainNan(double val) +{ + return ImConstrainNan(val); +} +CIMGUI_API double ImPlot_ImConstrainInf(double val) +{ + return ImConstrainInf(val); +} +CIMGUI_API double ImPlot_ImConstrainLog(double val) +{ + return ImConstrainLog(val); +} +CIMGUI_API double ImPlot_ImConstrainTime(double val) +{ + return ImConstrainTime(val); +} +CIMGUI_API bool ImPlot_ImAlmostEqual(double v1,double v2,int ulp) +{ + return ImAlmostEqual(v1,v2,ulp); +} +CIMGUI_API float ImPlot_ImMinArray_FloatPtr(const float* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API double ImPlot_ImMinArray_doublePtr(const double* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImS8 ImPlot_ImMinArray_S8Ptr(const ImS8* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImU8 ImPlot_ImMinArray_U8Ptr(const ImU8* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImS16 ImPlot_ImMinArray_S16Ptr(const ImS16* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImU16 ImPlot_ImMinArray_U16Ptr(const ImU16* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImS32 ImPlot_ImMinArray_S32Ptr(const ImS32* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImU32 ImPlot_ImMinArray_U32Ptr(const ImU32* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImS64 ImPlot_ImMinArray_S64Ptr(const ImS64* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API ImU64 ImPlot_ImMinArray_U64Ptr(const ImU64* values,int count) +{ + return ImMinArray(values,count); +} +CIMGUI_API float ImPlot_ImMaxArray_FloatPtr(const float* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API double ImPlot_ImMaxArray_doublePtr(const double* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImS8 ImPlot_ImMaxArray_S8Ptr(const ImS8* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImU8 ImPlot_ImMaxArray_U8Ptr(const ImU8* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImS16 ImPlot_ImMaxArray_S16Ptr(const ImS16* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImU16 ImPlot_ImMaxArray_U16Ptr(const ImU16* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImS32 ImPlot_ImMaxArray_S32Ptr(const ImS32* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImU32 ImPlot_ImMaxArray_U32Ptr(const ImU32* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImS64 ImPlot_ImMaxArray_S64Ptr(const ImS64* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API ImU64 ImPlot_ImMaxArray_U64Ptr(const ImU64* values,int count) +{ + return ImMaxArray(values,count); +} +CIMGUI_API void ImPlot_ImMinMaxArray_FloatPtr(const float* values,int count,float* min_out,float* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_doublePtr(const double* values,int count,double* min_out,double* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_S8Ptr(const ImS8* values,int count,ImS8* min_out,ImS8* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_U8Ptr(const ImU8* values,int count,ImU8* min_out,ImU8* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_S16Ptr(const ImS16* values,int count,ImS16* min_out,ImS16* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_U16Ptr(const ImU16* values,int count,ImU16* min_out,ImU16* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_S32Ptr(const ImS32* values,int count,ImS32* min_out,ImS32* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_U32Ptr(const ImU32* values,int count,ImU32* min_out,ImU32* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_S64Ptr(const ImS64* values,int count,ImS64* min_out,ImS64* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API void ImPlot_ImMinMaxArray_U64Ptr(const ImU64* values,int count,ImU64* min_out,ImU64* max_out) +{ + return ImMinMaxArray(values,count,min_out,max_out); +} +CIMGUI_API float ImPlot_ImSum_FloatPtr(const float* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API double ImPlot_ImSum_doublePtr(const double* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImS8 ImPlot_ImSum_S8Ptr(const ImS8* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImU8 ImPlot_ImSum_U8Ptr(const ImU8* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImS16 ImPlot_ImSum_S16Ptr(const ImS16* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImU16 ImPlot_ImSum_U16Ptr(const ImU16* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImS32 ImPlot_ImSum_S32Ptr(const ImS32* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImU32 ImPlot_ImSum_U32Ptr(const ImU32* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImS64 ImPlot_ImSum_S64Ptr(const ImS64* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API ImU64 ImPlot_ImSum_U64Ptr(const ImU64* values,int count) +{ + return ImSum(values,count); +} +CIMGUI_API double ImPlot_ImMean_FloatPtr(const float* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_doublePtr(const double* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_S8Ptr(const ImS8* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_U8Ptr(const ImU8* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_S16Ptr(const ImS16* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_U16Ptr(const ImU16* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_S32Ptr(const ImS32* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_U32Ptr(const ImU32* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_S64Ptr(const ImS64* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImMean_U64Ptr(const ImU64* values,int count) +{ + return ImMean(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_FloatPtr(const float* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_doublePtr(const double* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_S8Ptr(const ImS8* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_U8Ptr(const ImU8* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_S16Ptr(const ImS16* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_U16Ptr(const ImU16* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_S32Ptr(const ImS32* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_U32Ptr(const ImU32* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_S64Ptr(const ImS64* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API double ImPlot_ImStdDev_U64Ptr(const ImU64* values,int count) +{ + return ImStdDev(values,count); +} +CIMGUI_API ImU32 ImPlot_ImMixU32(ImU32 a,ImU32 b,ImU32 s) +{ + return ImMixU32(a,b,s); +} +CIMGUI_API ImU32 ImPlot_ImLerpU32(const ImU32* colors,int size,float t) +{ + return ImLerpU32(colors,size,t); +} +CIMGUI_API ImU32 ImPlot_ImAlphaU32(ImU32 col,float alpha) +{ + return ImAlphaU32(col,alpha); +} +CIMGUI_API bool ImPlot_ImOverlaps_Float(float min_a,float max_a,float min_b,float max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_double(double min_a,double max_a,double min_b,double max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_S8(ImS8 min_a,ImS8 max_a,ImS8 min_b,ImS8 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_U8(ImU8 min_a,ImU8 max_a,ImU8 min_b,ImU8 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_S16(ImS16 min_a,ImS16 max_a,ImS16 min_b,ImS16 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_U16(ImU16 min_a,ImU16 max_a,ImU16 min_b,ImU16 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_S32(ImS32 min_a,ImS32 max_a,ImS32 min_b,ImS32 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_U32(ImU32 min_a,ImU32 max_a,ImU32 min_b,ImU32 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_S64(ImS64 min_a,ImS64 max_a,ImS64 min_b,ImS64 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API bool ImPlot_ImOverlaps_U64(ImU64 min_a,ImU64 max_a,ImU64 min_b,ImU64 max_b) +{ + return ImOverlaps(min_a,max_a,min_b,max_b); +} +CIMGUI_API ImPlotDateTimeSpec* ImPlotDateTimeSpec_ImPlotDateTimeSpec_Nil(void) +{ + return IM_NEW(ImPlotDateTimeSpec)(); +} +CIMGUI_API void ImPlotDateTimeSpec_destroy(ImPlotDateTimeSpec* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotDateTimeSpec* ImPlotDateTimeSpec_ImPlotDateTimeSpec_PlotDateFmt(ImPlotDateFmt date_fmt,ImPlotTimeFmt time_fmt,bool use_24_hr_clk,bool use_iso_8601) +{ + return IM_NEW(ImPlotDateTimeSpec)(date_fmt,time_fmt,use_24_hr_clk,use_iso_8601); +} +CIMGUI_API ImPlotTime* ImPlotTime_ImPlotTime_Nil(void) +{ + return IM_NEW(ImPlotTime)(); +} +CIMGUI_API void ImPlotTime_destroy(ImPlotTime* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotTime* ImPlotTime_ImPlotTime_time_t(time_t s,int us) +{ + return IM_NEW(ImPlotTime)(s,us); +} +CIMGUI_API void ImPlotTime_RollOver(ImPlotTime* self) +{ + return self->RollOver(); +} +CIMGUI_API double ImPlotTime_ToDouble(ImPlotTime* self) +{ + return self->ToDouble(); +} +CIMGUI_API void ImPlotTime_FromDouble(ImPlotTime *pOut,double t) +{ + *pOut = ImPlotTime::FromDouble(t); +} +CIMGUI_API ImPlotColormapData* ImPlotColormapData_ImPlotColormapData(void) +{ + return IM_NEW(ImPlotColormapData)(); +} +CIMGUI_API void ImPlotColormapData_destroy(ImPlotColormapData* self) +{ + IM_DELETE(self); +} +CIMGUI_API int ImPlotColormapData_Append(ImPlotColormapData* self,const char* name,const ImU32* keys,int count,bool qual) +{ + return self->Append(name,keys,count,qual); +} +CIMGUI_API void ImPlotColormapData__AppendTable(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->_AppendTable(cmap); +} +CIMGUI_API void ImPlotColormapData_RebuildTables(ImPlotColormapData* self) +{ + return self->RebuildTables(); +} +CIMGUI_API bool ImPlotColormapData_IsQual(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->IsQual(cmap); +} +CIMGUI_API const char* ImPlotColormapData_GetName(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->GetName(cmap); +} +CIMGUI_API ImPlotColormap ImPlotColormapData_GetIndex(ImPlotColormapData* self,const char* name) +{ + return self->GetIndex(name); +} +CIMGUI_API const ImU32* ImPlotColormapData_GetKeys(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->GetKeys(cmap); +} +CIMGUI_API int ImPlotColormapData_GetKeyCount(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->GetKeyCount(cmap); +} +CIMGUI_API ImU32 ImPlotColormapData_GetKeyColor(ImPlotColormapData* self,ImPlotColormap cmap,int idx) +{ + return self->GetKeyColor(cmap,idx); +} +CIMGUI_API void ImPlotColormapData_SetKeyColor(ImPlotColormapData* self,ImPlotColormap cmap,int idx,ImU32 value) +{ + return self->SetKeyColor(cmap,idx,value); +} +CIMGUI_API const ImU32* ImPlotColormapData_GetTable(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->GetTable(cmap); +} +CIMGUI_API int ImPlotColormapData_GetTableSize(ImPlotColormapData* self,ImPlotColormap cmap) +{ + return self->GetTableSize(cmap); +} +CIMGUI_API ImU32 ImPlotColormapData_GetTableColor(ImPlotColormapData* self,ImPlotColormap cmap,int idx) +{ + return self->GetTableColor(cmap,idx); +} +CIMGUI_API ImU32 ImPlotColormapData_LerpTable(ImPlotColormapData* self,ImPlotColormap cmap,float t) +{ + return self->LerpTable(cmap,t); +} +CIMGUI_API ImPlotPointError* ImPlotPointError_ImPlotPointError(double x,double y,double neg,double pos) +{ + return IM_NEW(ImPlotPointError)(x,y,neg,pos); +} +CIMGUI_API void ImPlotPointError_destroy(ImPlotPointError* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotAnnotation* ImPlotAnnotation_ImPlotAnnotation(void) +{ + return IM_NEW(ImPlotAnnotation)(); +} +CIMGUI_API void ImPlotAnnotation_destroy(ImPlotAnnotation* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotAnnotationCollection* ImPlotAnnotationCollection_ImPlotAnnotationCollection(void) +{ + return IM_NEW(ImPlotAnnotationCollection)(); +} +CIMGUI_API void ImPlotAnnotationCollection_destroy(ImPlotAnnotationCollection* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotAnnotationCollection_AppendV(ImPlotAnnotationCollection* self,const ImVec2 pos,const ImVec2 off,ImU32 bg,ImU32 fg,bool clamp,const char* fmt,va_list args) +{ + return self->AppendV(pos,off,bg,fg,clamp,fmt,args); +} +CIMGUI_API void ImPlotAnnotationCollection_Append(ImPlotAnnotationCollection* self,const ImVec2 pos,const ImVec2 off,ImU32 bg,ImU32 fg,bool clamp,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + self->AppendV(pos,off,bg,fg,clamp,fmt,args); + va_end(args); +} +CIMGUI_API const char* ImPlotAnnotationCollection_GetText(ImPlotAnnotationCollection* self,int idx) +{ + return self->GetText(idx); +} +CIMGUI_API void ImPlotAnnotationCollection_Reset(ImPlotAnnotationCollection* self) +{ + return self->Reset(); +} +CIMGUI_API ImPlotTagCollection* ImPlotTagCollection_ImPlotTagCollection(void) +{ + return IM_NEW(ImPlotTagCollection)(); +} +CIMGUI_API void ImPlotTagCollection_destroy(ImPlotTagCollection* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotTagCollection_AppendV(ImPlotTagCollection* self,ImAxis axis,double value,ImU32 bg,ImU32 fg,const char* fmt,va_list args) +{ + return self->AppendV(axis,value,bg,fg,fmt,args); +} +CIMGUI_API void ImPlotTagCollection_Append(ImPlotTagCollection* self,ImAxis axis,double value,ImU32 bg,ImU32 fg,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + self->AppendV(axis,value,bg,fg,fmt,args); + va_end(args); +} +CIMGUI_API const char* ImPlotTagCollection_GetText(ImPlotTagCollection* self,int idx) +{ + return self->GetText(idx); +} +CIMGUI_API void ImPlotTagCollection_Reset(ImPlotTagCollection* self) +{ + return self->Reset(); +} +CIMGUI_API ImPlotTick* ImPlotTick_ImPlotTick(double value,bool major,int level,bool show_label) +{ + return IM_NEW(ImPlotTick)(value,major,level,show_label); +} +CIMGUI_API void ImPlotTick_destroy(ImPlotTick* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotTicker* ImPlotTicker_ImPlotTicker(void) +{ + return IM_NEW(ImPlotTicker)(); +} +CIMGUI_API void ImPlotTicker_destroy(ImPlotTicker* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotTick* ImPlotTicker_AddTick_doubleStr(ImPlotTicker* self,double value,bool major,int level,bool show_label,const char* label) +{ + return &self->AddTick(value,major,level,show_label,label); +} +CIMGUI_API ImPlotTick* ImPlotTicker_AddTick_doublePlotFormatter(ImPlotTicker* self,double value,bool major,int level,bool show_label,ImPlotFormatter formatter,void* data) +{ + return &self->AddTick(value,major,level,show_label,formatter,data); +} +CIMGUI_API ImPlotTick* ImPlotTicker_AddTick_PlotTick(ImPlotTicker* self,ImPlotTick tick) +{ + return &self->AddTick(tick); +} +CIMGUI_API const char* ImPlotTicker_GetText_Int(ImPlotTicker* self,int idx) +{ + return self->GetText(idx); +} +CIMGUI_API const char* ImPlotTicker_GetText_PlotTick(ImPlotTicker* self,const ImPlotTick tick) +{ + return self->GetText(tick); +} +CIMGUI_API void ImPlotTicker_OverrideSizeLate(ImPlotTicker* self,const ImVec2 size) +{ + return self->OverrideSizeLate(size); +} +CIMGUI_API void ImPlotTicker_Reset(ImPlotTicker* self) +{ + return self->Reset(); +} +CIMGUI_API int ImPlotTicker_TickCount(ImPlotTicker* self) +{ + return self->TickCount(); +} +CIMGUI_API ImPlotAxis* ImPlotAxis_ImPlotAxis(void) +{ + return IM_NEW(ImPlotAxis)(); +} +CIMGUI_API void ImPlotAxis_destroy(ImPlotAxis* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotAxis_Reset(ImPlotAxis* self) +{ + return self->Reset(); +} +CIMGUI_API bool ImPlotAxis_SetMin(ImPlotAxis* self,double _min,bool force) +{ + return self->SetMin(_min,force); +} +CIMGUI_API bool ImPlotAxis_SetMax(ImPlotAxis* self,double _max,bool force) +{ + return self->SetMax(_max,force); +} +CIMGUI_API void ImPlotAxis_SetRange_double(ImPlotAxis* self,double v1,double v2) +{ + return self->SetRange(v1,v2); +} +CIMGUI_API void ImPlotAxis_SetRange_PlotRange(ImPlotAxis* self,const ImPlotRange range) +{ + return self->SetRange(range); +} +CIMGUI_API void ImPlotAxis_SetAspect(ImPlotAxis* self,double unit_per_pix) +{ + return self->SetAspect(unit_per_pix); +} +CIMGUI_API float ImPlotAxis_PixelSize(ImPlotAxis* self) +{ + return self->PixelSize(); +} +CIMGUI_API double ImPlotAxis_GetAspect(ImPlotAxis* self) +{ + return self->GetAspect(); +} +CIMGUI_API void ImPlotAxis_Constrain(ImPlotAxis* self) +{ + return self->Constrain(); +} +CIMGUI_API void ImPlotAxis_UpdateTransformCache(ImPlotAxis* self) +{ + return self->UpdateTransformCache(); +} +CIMGUI_API float ImPlotAxis_PlotToPixels(ImPlotAxis* self,double plt) +{ + return self->PlotToPixels(plt); +} +CIMGUI_API double ImPlotAxis_PixelsToPlot(ImPlotAxis* self,float pix) +{ + return self->PixelsToPlot(pix); +} +CIMGUI_API void ImPlotAxis_ExtendFit(ImPlotAxis* self,double v) +{ + return self->ExtendFit(v); +} +CIMGUI_API void ImPlotAxis_ExtendFitWith(ImPlotAxis* self,ImPlotAxis* alt,double v,double v_alt) +{ + return self->ExtendFitWith(*alt,v,v_alt); +} +CIMGUI_API void ImPlotAxis_ApplyFit(ImPlotAxis* self,float padding) +{ + return self->ApplyFit(padding); +} +CIMGUI_API bool ImPlotAxis_HasLabel(ImPlotAxis* self) +{ + return self->HasLabel(); +} +CIMGUI_API bool ImPlotAxis_HasGridLines(ImPlotAxis* self) +{ + return self->HasGridLines(); +} +CIMGUI_API bool ImPlotAxis_HasTickLabels(ImPlotAxis* self) +{ + return self->HasTickLabels(); +} +CIMGUI_API bool ImPlotAxis_HasTickMarks(ImPlotAxis* self) +{ + return self->HasTickMarks(); +} +CIMGUI_API bool ImPlotAxis_WillRender(ImPlotAxis* self) +{ + return self->WillRender(); +} +CIMGUI_API bool ImPlotAxis_IsOpposite(ImPlotAxis* self) +{ + return self->IsOpposite(); +} +CIMGUI_API bool ImPlotAxis_IsInverted(ImPlotAxis* self) +{ + return self->IsInverted(); +} +CIMGUI_API bool ImPlotAxis_IsForeground(ImPlotAxis* self) +{ + return self->IsForeground(); +} +CIMGUI_API bool ImPlotAxis_IsAutoFitting(ImPlotAxis* self) +{ + return self->IsAutoFitting(); +} +CIMGUI_API bool ImPlotAxis_CanInitFit(ImPlotAxis* self) +{ + return self->CanInitFit(); +} +CIMGUI_API bool ImPlotAxis_IsRangeLocked(ImPlotAxis* self) +{ + return self->IsRangeLocked(); +} +CIMGUI_API bool ImPlotAxis_IsLockedMin(ImPlotAxis* self) +{ + return self->IsLockedMin(); +} +CIMGUI_API bool ImPlotAxis_IsLockedMax(ImPlotAxis* self) +{ + return self->IsLockedMax(); +} +CIMGUI_API bool ImPlotAxis_IsLocked(ImPlotAxis* self) +{ + return self->IsLocked(); +} +CIMGUI_API bool ImPlotAxis_IsInputLockedMin(ImPlotAxis* self) +{ + return self->IsInputLockedMin(); +} +CIMGUI_API bool ImPlotAxis_IsInputLockedMax(ImPlotAxis* self) +{ + return self->IsInputLockedMax(); +} +CIMGUI_API bool ImPlotAxis_IsInputLocked(ImPlotAxis* self) +{ + return self->IsInputLocked(); +} +CIMGUI_API bool ImPlotAxis_HasMenus(ImPlotAxis* self) +{ + return self->HasMenus(); +} +CIMGUI_API bool ImPlotAxis_IsPanLocked(ImPlotAxis* self,bool increasing) +{ + return self->IsPanLocked(increasing); +} +CIMGUI_API void ImPlotAxis_PushLinks(ImPlotAxis* self) +{ + return self->PushLinks(); +} +CIMGUI_API void ImPlotAxis_PullLinks(ImPlotAxis* self) +{ + return self->PullLinks(); +} +CIMGUI_API ImPlotAlignmentData* ImPlotAlignmentData_ImPlotAlignmentData(void) +{ + return IM_NEW(ImPlotAlignmentData)(); +} +CIMGUI_API void ImPlotAlignmentData_destroy(ImPlotAlignmentData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotAlignmentData_Begin(ImPlotAlignmentData* self) +{ + return self->Begin(); +} +CIMGUI_API void ImPlotAlignmentData_Update(ImPlotAlignmentData* self,float* pad_a,float* pad_b,float* delta_a,float* delta_b) +{ + return self->Update(*pad_a,*pad_b,*delta_a,*delta_b); +} +CIMGUI_API void ImPlotAlignmentData_End(ImPlotAlignmentData* self) +{ + return self->End(); +} +CIMGUI_API void ImPlotAlignmentData_Reset(ImPlotAlignmentData* self) +{ + return self->Reset(); +} +CIMGUI_API ImPlotItem* ImPlotItem_ImPlotItem(void) +{ + return IM_NEW(ImPlotItem)(); +} +CIMGUI_API void ImPlotItem_destroy(ImPlotItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotLegend* ImPlotLegend_ImPlotLegend(void) +{ + return IM_NEW(ImPlotLegend)(); +} +CIMGUI_API void ImPlotLegend_destroy(ImPlotLegend* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotLegend_Reset(ImPlotLegend* self) +{ + return self->Reset(); +} +CIMGUI_API ImPlotItemGroup* ImPlotItemGroup_ImPlotItemGroup(void) +{ + return IM_NEW(ImPlotItemGroup)(); +} +CIMGUI_API void ImPlotItemGroup_destroy(ImPlotItemGroup* self) +{ + IM_DELETE(self); +} +CIMGUI_API int ImPlotItemGroup_GetItemCount(ImPlotItemGroup* self) +{ + return self->GetItemCount(); +} +CIMGUI_API ImGuiID ImPlotItemGroup_GetItemID(ImPlotItemGroup* self,const char* label_id) +{ + return self->GetItemID(label_id); +} +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetItem_ID(ImPlotItemGroup* self,ImGuiID id) +{ + return self->GetItem(id); +} +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetItem_Str(ImPlotItemGroup* self,const char* label_id) +{ + return self->GetItem(label_id); +} +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetOrAddItem(ImPlotItemGroup* self,ImGuiID id) +{ + return self->GetOrAddItem(id); +} +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetItemByIndex(ImPlotItemGroup* self,int i) +{ + return self->GetItemByIndex(i); +} +CIMGUI_API int ImPlotItemGroup_GetItemIndex(ImPlotItemGroup* self,ImPlotItem* item) +{ + return self->GetItemIndex(item); +} +CIMGUI_API int ImPlotItemGroup_GetLegendCount(ImPlotItemGroup* self) +{ + return self->GetLegendCount(); +} +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetLegendItem(ImPlotItemGroup* self,int i) +{ + return self->GetLegendItem(i); +} +CIMGUI_API const char* ImPlotItemGroup_GetLegendLabel(ImPlotItemGroup* self,int i) +{ + return self->GetLegendLabel(i); +} +CIMGUI_API void ImPlotItemGroup_Reset(ImPlotItemGroup* self) +{ + return self->Reset(); +} +CIMGUI_API ImPlotPlot* ImPlotPlot_ImPlotPlot(void) +{ + return IM_NEW(ImPlotPlot)(); +} +CIMGUI_API void ImPlotPlot_destroy(ImPlotPlot* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImPlotPlot_IsInputLocked(ImPlotPlot* self) +{ + return self->IsInputLocked(); +} +CIMGUI_API void ImPlotPlot_ClearTextBuffer(ImPlotPlot* self) +{ + return self->ClearTextBuffer(); +} +CIMGUI_API void ImPlotPlot_SetTitle(ImPlotPlot* self,const char* title) +{ + return self->SetTitle(title); +} +CIMGUI_API bool ImPlotPlot_HasTitle(ImPlotPlot* self) +{ + return self->HasTitle(); +} +CIMGUI_API const char* ImPlotPlot_GetTitle(ImPlotPlot* self) +{ + return self->GetTitle(); +} +CIMGUI_API ImPlotAxis* ImPlotPlot_XAxis_Nil(ImPlotPlot* self,int i) +{ + return &self->XAxis(i); +} +CIMGUI_API const ImPlotAxis* ImPlotPlot_XAxis__const(ImPlotPlot* self,int i) +{ + return &self->XAxis(i); +} +CIMGUI_API ImPlotAxis* ImPlotPlot_YAxis_Nil(ImPlotPlot* self,int i) +{ + return &self->YAxis(i); +} +CIMGUI_API const ImPlotAxis* ImPlotPlot_YAxis__const(ImPlotPlot* self,int i) +{ + return &self->YAxis(i); +} +CIMGUI_API int ImPlotPlot_EnabledAxesX(ImPlotPlot* self) +{ + return self->EnabledAxesX(); +} +CIMGUI_API int ImPlotPlot_EnabledAxesY(ImPlotPlot* self) +{ + return self->EnabledAxesY(); +} +CIMGUI_API void ImPlotPlot_SetAxisLabel(ImPlotPlot* self,ImPlotAxis* axis,const char* label) +{ + return self->SetAxisLabel(*axis,label); +} +CIMGUI_API const char* ImPlotPlot_GetAxisLabel(ImPlotPlot* self,const ImPlotAxis axis) +{ + return self->GetAxisLabel(axis); +} +CIMGUI_API ImPlotSubplot* ImPlotSubplot_ImPlotSubplot(void) +{ + return IM_NEW(ImPlotSubplot)(); +} +CIMGUI_API void ImPlotSubplot_destroy(ImPlotSubplot* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImPlotNextPlotData* ImPlotNextPlotData_ImPlotNextPlotData(void) +{ + return IM_NEW(ImPlotNextPlotData)(); +} +CIMGUI_API void ImPlotNextPlotData_destroy(ImPlotNextPlotData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotNextPlotData_Reset(ImPlotNextPlotData* self) +{ + return self->Reset(); +} +CIMGUI_API ImPlotNextItemData* ImPlotNextItemData_ImPlotNextItemData(void) +{ + return IM_NEW(ImPlotNextItemData)(); +} +CIMGUI_API void ImPlotNextItemData_destroy(ImPlotNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImPlotNextItemData_Reset(ImPlotNextItemData* self) +{ + return self->Reset(); +} +CIMGUI_API void ImPlot_Initialize(ImPlotContext* ctx) +{ + return ImPlot::Initialize(ctx); +} +CIMGUI_API void ImPlot_ResetCtxForNextPlot(ImPlotContext* ctx) +{ + return ImPlot::ResetCtxForNextPlot(ctx); +} +CIMGUI_API void ImPlot_ResetCtxForNextAlignedPlots(ImPlotContext* ctx) +{ + return ImPlot::ResetCtxForNextAlignedPlots(ctx); +} +CIMGUI_API void ImPlot_ResetCtxForNextSubplot(ImPlotContext* ctx) +{ + return ImPlot::ResetCtxForNextSubplot(ctx); +} +CIMGUI_API ImPlotPlot* ImPlot_GetPlot(const char* title) +{ + return ImPlot::GetPlot(title); +} +CIMGUI_API ImPlotPlot* ImPlot_GetCurrentPlot() +{ + return ImPlot::GetCurrentPlot(); +} +CIMGUI_API void ImPlot_BustPlotCache() +{ + return ImPlot::BustPlotCache(); +} +CIMGUI_API void ImPlot_ShowPlotContextMenu(ImPlotPlot* plot) +{ + return ImPlot::ShowPlotContextMenu(*plot); +} +CIMGUI_API void ImPlot_SetupLock() +{ + return ImPlot::SetupLock(); +} +CIMGUI_API void ImPlot_SubplotNextCell() +{ + return ImPlot::SubplotNextCell(); +} +CIMGUI_API void ImPlot_ShowSubplotsContextMenu(ImPlotSubplot* subplot) +{ + return ImPlot::ShowSubplotsContextMenu(*subplot); +} +CIMGUI_API bool ImPlot_BeginItem(const char* label_id,ImPlotItemFlags flags,ImPlotCol recolor_from) +{ + return ImPlot::BeginItem(label_id,flags,recolor_from); +} +CIMGUI_API void ImPlot_EndItem() +{ + return ImPlot::EndItem(); +} +CIMGUI_API ImPlotItem* ImPlot_RegisterOrGetItem(const char* label_id,ImPlotItemFlags flags,bool* just_created) +{ + return ImPlot::RegisterOrGetItem(label_id,flags,just_created); +} +CIMGUI_API ImPlotItem* ImPlot_GetItem(const char* label_id) +{ + return ImPlot::GetItem(label_id); +} +CIMGUI_API ImPlotItem* ImPlot_GetCurrentItem() +{ + return ImPlot::GetCurrentItem(); +} +CIMGUI_API void ImPlot_BustItemCache() +{ + return ImPlot::BustItemCache(); +} +CIMGUI_API bool ImPlot_AnyAxesInputLocked(ImPlotAxis* axes,int count) +{ + return ImPlot::AnyAxesInputLocked(axes,count); +} +CIMGUI_API bool ImPlot_AllAxesInputLocked(ImPlotAxis* axes,int count) +{ + return ImPlot::AllAxesInputLocked(axes,count); +} +CIMGUI_API bool ImPlot_AnyAxesHeld(ImPlotAxis* axes,int count) +{ + return ImPlot::AnyAxesHeld(axes,count); +} +CIMGUI_API bool ImPlot_AnyAxesHovered(ImPlotAxis* axes,int count) +{ + return ImPlot::AnyAxesHovered(axes,count); +} +CIMGUI_API bool ImPlot_FitThisFrame() +{ + return ImPlot::FitThisFrame(); +} +CIMGUI_API void ImPlot_FitPointX(double x) +{ + return ImPlot::FitPointX(x); +} +CIMGUI_API void ImPlot_FitPointY(double y) +{ + return ImPlot::FitPointY(y); +} +CIMGUI_API void ImPlot_FitPoint(const ImPlotPoint p) +{ + return ImPlot::FitPoint(p); +} +CIMGUI_API bool ImPlot_RangesOverlap(const ImPlotRange r1,const ImPlotRange r2) +{ + return ImPlot::RangesOverlap(r1,r2); +} +CIMGUI_API void ImPlot_ShowAxisContextMenu(ImPlotAxis* axis,ImPlotAxis* equal_axis,bool time_allowed) +{ + return ImPlot::ShowAxisContextMenu(*axis,equal_axis,time_allowed); +} +CIMGUI_API void ImPlot_GetLocationPos(ImVec2 *pOut,const ImRect outer_rect,const ImVec2 inner_size,ImPlotLocation location,const ImVec2 pad) +{ + *pOut = ImPlot::GetLocationPos(outer_rect,inner_size,location,pad); +} +CIMGUI_API void ImPlot_CalcLegendSize(ImVec2 *pOut,ImPlotItemGroup* items,const ImVec2 pad,const ImVec2 spacing,bool vertical) +{ + *pOut = ImPlot::CalcLegendSize(*items,pad,spacing,vertical); +} +CIMGUI_API bool ImPlot_ClampLegendRect(ImRect* legend_rect,const ImRect outer_rect,const ImVec2 pad) +{ + return ImPlot::ClampLegendRect(*legend_rect,outer_rect,pad); +} +CIMGUI_API bool ImPlot_ShowLegendEntries(ImPlotItemGroup* items,const ImRect legend_bb,bool interactable,const ImVec2 pad,const ImVec2 spacing,bool vertical,ImDrawList* DrawList) +{ + return ImPlot::ShowLegendEntries(*items,legend_bb,interactable,pad,spacing,vertical,*DrawList); +} +CIMGUI_API void ImPlot_ShowAltLegend(const char* title_id,bool vertical,const ImVec2 size,bool interactable) +{ + return ImPlot::ShowAltLegend(title_id,vertical,size,interactable); +} +CIMGUI_API bool ImPlot_ShowLegendContextMenu(ImPlotLegend* legend,bool visible) +{ + return ImPlot::ShowLegendContextMenu(*legend,visible); +} +CIMGUI_API void ImPlot_LabelAxisValue(const ImPlotAxis axis,double value,char* buff,int size,bool round) +{ + return ImPlot::LabelAxisValue(axis,value,buff,size,round); +} +CIMGUI_API const ImPlotNextItemData* ImPlot_GetItemData() +{ + return &ImPlot::GetItemData(); +} +CIMGUI_API bool ImPlot_IsColorAuto_Vec4(const ImVec4 col) +{ + return ImPlot::IsColorAuto(col); +} +CIMGUI_API bool ImPlot_IsColorAuto_PlotCol(ImPlotCol idx) +{ + return ImPlot::IsColorAuto(idx); +} +CIMGUI_API void ImPlot_GetAutoColor(ImVec4 *pOut,ImPlotCol idx) +{ + *pOut = ImPlot::GetAutoColor(idx); +} +CIMGUI_API void ImPlot_GetStyleColorVec4(ImVec4 *pOut,ImPlotCol idx) +{ + *pOut = ImPlot::GetStyleColorVec4(idx); +} +CIMGUI_API ImU32 ImPlot_GetStyleColorU32(ImPlotCol idx) +{ + return ImPlot::GetStyleColorU32(idx); +} +CIMGUI_API void ImPlot_AddTextVertical(ImDrawList* DrawList,ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return ImPlot::AddTextVertical(DrawList,pos,col,text_begin,text_end); +} +CIMGUI_API void ImPlot_AddTextCentered(ImDrawList* DrawList,ImVec2 top_center,ImU32 col,const char* text_begin,const char* text_end) +{ + return ImPlot::AddTextCentered(DrawList,top_center,col,text_begin,text_end); +} +CIMGUI_API void ImPlot_CalcTextSizeVertical(ImVec2 *pOut,const char* text) +{ + *pOut = ImPlot::CalcTextSizeVertical(text); +} +CIMGUI_API ImU32 ImPlot_CalcTextColor_Vec4(const ImVec4 bg) +{ + return ImPlot::CalcTextColor(bg); +} +CIMGUI_API ImU32 ImPlot_CalcTextColor_U32(ImU32 bg) +{ + return ImPlot::CalcTextColor(bg); +} +CIMGUI_API ImU32 ImPlot_CalcHoverColor(ImU32 col) +{ + return ImPlot::CalcHoverColor(col); +} +CIMGUI_API void ImPlot_ClampLabelPos(ImVec2 *pOut,ImVec2 pos,const ImVec2 size,const ImVec2 Min,const ImVec2 Max) +{ + *pOut = ImPlot::ClampLabelPos(pos,size,Min,Max); +} +CIMGUI_API ImU32 ImPlot_GetColormapColorU32(int idx,ImPlotColormap cmap) +{ + return ImPlot::GetColormapColorU32(idx,cmap); +} +CIMGUI_API ImU32 ImPlot_NextColormapColorU32() +{ + return ImPlot::NextColormapColorU32(); +} +CIMGUI_API ImU32 ImPlot_SampleColormapU32(float t,ImPlotColormap cmap) +{ + return ImPlot::SampleColormapU32(t,cmap); +} +CIMGUI_API void ImPlot_RenderColorBar(const ImU32* colors,int size,ImDrawList* DrawList,const ImRect bounds,bool vert,bool reversed,bool continuous) +{ + return ImPlot::RenderColorBar(colors,size,*DrawList,bounds,vert,reversed,continuous); +} +CIMGUI_API double ImPlot_NiceNum(double x,bool round) +{ + return ImPlot::NiceNum(x,round); +} +CIMGUI_API int ImPlot_OrderOfMagnitude(double val) +{ + return ImPlot::OrderOfMagnitude(val); +} +CIMGUI_API int ImPlot_OrderToPrecision(int order) +{ + return ImPlot::OrderToPrecision(order); +} +CIMGUI_API int ImPlot_Precision(double val) +{ + return ImPlot::Precision(val); +} +CIMGUI_API double ImPlot_RoundTo(double val,int prec) +{ + return ImPlot::RoundTo(val,prec); +} +CIMGUI_API void ImPlot_Intersection(ImVec2 *pOut,const ImVec2 a1,const ImVec2 a2,const ImVec2 b1,const ImVec2 b2) +{ + *pOut = ImPlot::Intersection(a1,a2,b1,b2); +} +CIMGUI_API void ImPlot_FillRange_Vector_Float_Ptr(ImVector_float * buffer,int n,float vmin,float vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_double_Ptr(ImVector_double * buffer,int n,double vmin,double vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_S8_Ptr(ImVector_ImS8 * buffer,int n,ImS8 vmin,ImS8 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_U8_Ptr(ImVector_ImU8 * buffer,int n,ImU8 vmin,ImU8 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_S16_Ptr(ImVector_ImS16 * buffer,int n,ImS16 vmin,ImS16 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_U16_Ptr(ImVector_ImU16 * buffer,int n,ImU16 vmin,ImU16 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_S32_Ptr(ImVector_ImS32 * buffer,int n,ImS32 vmin,ImS32 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_U32_Ptr(ImVector_ImU32 * buffer,int n,ImU32 vmin,ImU32 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_S64_Ptr(ImVector_ImS64 * buffer,int n,ImS64 vmin,ImS64 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_FillRange_Vector_U64_Ptr(ImVector_ImU64 * buffer,int n,ImU64 vmin,ImU64 vmax) +{ + return ImPlot::FillRange(*buffer,n,vmin,vmax); +} +CIMGUI_API void ImPlot_CalculateBins_FloatPtr(const float* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_doublePtr(const double* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_S8Ptr(const ImS8* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_U8Ptr(const ImU8* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_S16Ptr(const ImS16* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_U16Ptr(const ImU16* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_S32Ptr(const ImS32* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_U32Ptr(const ImU32* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_S64Ptr(const ImS64* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API void ImPlot_CalculateBins_U64Ptr(const ImU64* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out) +{ + return ImPlot::CalculateBins(values,count,meth,range,*bins_out,*width_out); +} +CIMGUI_API bool ImPlot_IsLeapYear(int year) +{ + return ImPlot::IsLeapYear(year); +} +CIMGUI_API int ImPlot_GetDaysInMonth(int year,int month) +{ + return ImPlot::GetDaysInMonth(year,month); +} +CIMGUI_API void ImPlot_MkGmtTime(ImPlotTime *pOut,struct tm* ptm) +{ + *pOut = ImPlot::MkGmtTime(ptm); +} +CIMGUI_API tm* ImPlot_GetGmtTime(const ImPlotTime t,tm* ptm) +{ + return ImPlot::GetGmtTime(t,ptm); +} +CIMGUI_API void ImPlot_MkLocTime(ImPlotTime *pOut,struct tm* ptm) +{ + *pOut = ImPlot::MkLocTime(ptm); +} +CIMGUI_API tm* ImPlot_GetLocTime(const ImPlotTime t,tm* ptm) +{ + return ImPlot::GetLocTime(t,ptm); +} +CIMGUI_API void ImPlot_MakeTime(ImPlotTime *pOut,int year,int month,int day,int hour,int min,int sec,int us) +{ + *pOut = ImPlot::MakeTime(year,month,day,hour,min,sec,us); +} +CIMGUI_API int ImPlot_GetYear(const ImPlotTime t) +{ + return ImPlot::GetYear(t); +} +CIMGUI_API void ImPlot_AddTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit,int count) +{ + *pOut = ImPlot::AddTime(t,unit,count); +} +CIMGUI_API void ImPlot_FloorTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit) +{ + *pOut = ImPlot::FloorTime(t,unit); +} +CIMGUI_API void ImPlot_CeilTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit) +{ + *pOut = ImPlot::CeilTime(t,unit); +} +CIMGUI_API void ImPlot_RoundTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit) +{ + *pOut = ImPlot::RoundTime(t,unit); +} +CIMGUI_API void ImPlot_CombineDateTime(ImPlotTime *pOut,const ImPlotTime date_part,const ImPlotTime time_part) +{ + *pOut = ImPlot::CombineDateTime(date_part,time_part); +} +CIMGUI_API int ImPlot_FormatTime(const ImPlotTime t,char* buffer,int size,ImPlotTimeFmt fmt,bool use_24_hr_clk) +{ + return ImPlot::FormatTime(t,buffer,size,fmt,use_24_hr_clk); +} +CIMGUI_API int ImPlot_FormatDate(const ImPlotTime t,char* buffer,int size,ImPlotDateFmt fmt,bool use_iso_8601) +{ + return ImPlot::FormatDate(t,buffer,size,fmt,use_iso_8601); +} +CIMGUI_API int ImPlot_FormatDateTime(const ImPlotTime t,char* buffer,int size,ImPlotDateTimeSpec fmt) +{ + return ImPlot::FormatDateTime(t,buffer,size,fmt); +} +CIMGUI_API bool ImPlot_ShowDatePicker(const char* id,int* level,ImPlotTime* t,const ImPlotTime* t1,const ImPlotTime* t2) +{ + return ImPlot::ShowDatePicker(id,level,t,t1,t2); +} +CIMGUI_API bool ImPlot_ShowTimePicker(const char* id,ImPlotTime* t) +{ + return ImPlot::ShowTimePicker(id,t); +} +CIMGUI_API double ImPlot_TransformForward_Log10(double v,void* noname1) +{ + return ImPlot::TransformForward_Log10(v,noname1); +} +CIMGUI_API double ImPlot_TransformInverse_Log10(double v,void* noname1) +{ + return ImPlot::TransformInverse_Log10(v,noname1); +} +CIMGUI_API double ImPlot_TransformForward_SymLog(double v,void* noname1) +{ + return ImPlot::TransformForward_SymLog(v,noname1); +} +CIMGUI_API double ImPlot_TransformInverse_SymLog(double v,void* noname1) +{ + return ImPlot::TransformInverse_SymLog(v,noname1); +} +CIMGUI_API double ImPlot_TransformForward_Logit(double v,void* noname1) +{ + return ImPlot::TransformForward_Logit(v,noname1); +} +CIMGUI_API double ImPlot_TransformInverse_Logit(double v,void* noname1) +{ + return ImPlot::TransformInverse_Logit(v,noname1); +} +CIMGUI_API int ImPlot_Formatter_Default(double value,char* buff,int size,void* data) +{ + return ImPlot::Formatter_Default(value,buff,size,data); +} +CIMGUI_API int ImPlot_Formatter_Logit(double value,char* buff,int size,void* noname1) +{ + return ImPlot::Formatter_Logit(value,buff,size,noname1); +} +CIMGUI_API int ImPlot_Formatter_Time(double noname1,char* buff,int size,void* data) +{ + return ImPlot::Formatter_Time(noname1,buff,size,data); +} +CIMGUI_API void ImPlot_Locator_Default(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data) +{ + return ImPlot::Locator_Default(*ticker,range,pixels,vertical,formatter,formatter_data); +} +CIMGUI_API void ImPlot_Locator_Time(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data) +{ + return ImPlot::Locator_Time(*ticker,range,pixels,vertical,formatter,formatter_data); +} +CIMGUI_API void ImPlot_Locator_Log10(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data) +{ + return ImPlot::Locator_Log10(*ticker,range,pixels,vertical,formatter,formatter_data); +} +CIMGUI_API void ImPlot_Locator_SymLog(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data) +{ + return ImPlot::Locator_SymLog(*ticker,range,pixels,vertical,formatter,formatter_data); +} + diff --git a/lib/cimgui/cimplot/cimplot.h b/lib/cimgui/cimplot/cimplot.h new file mode 100644 index 0000000..56e4b80 --- /dev/null +++ b/lib/cimgui/cimplot/cimplot.h @@ -0,0 +1,1564 @@ +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimplot +//based on implot.h file version 0.17 from implot https://github.com/epezent/implot +//with implot_internal.h api +#ifndef CIMGUIPLOT_INCLUDED +#define CIMGUIPLOT_INCLUDED + +#include "cimgui.h" + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include +typedef struct tm tm; + + +typedef struct ImPlotContext ImPlotContext; +typedef struct ImPlotTick ImPlotTick; +typedef struct ImPlotAxis ImPlotAxis; +typedef struct ImPlotAxisColor ImPlotAxisColor; +typedef struct ImPlotItem ImPlotItem; +typedef struct ImPlotLegend ImPlotLegend; +typedef struct ImPlotPlot ImPlotPlot; +typedef struct ImPlotNextPlotData ImPlotNextPlotData; +typedef struct ImPlotTicker ImPlotTicker; +typedef struct ImVector_ImS16 {int Size;int Capacity;ImS16* Data;} ImVector_ImS16; + +typedef struct ImVector_ImS32 {int Size;int Capacity;ImS32* Data;} ImVector_ImS32; + +typedef struct ImVector_ImS64 {int Size;int Capacity;ImS64* Data;} ImVector_ImS64; + +typedef struct ImVector_ImS8 {int Size;int Capacity;ImS8* Data;} ImVector_ImS8; + +typedef struct ImVector_ImU16 {int Size;int Capacity;ImU16* Data;} ImVector_ImU16; + +typedef struct ImVector_ImU64 {int Size;int Capacity;ImU64* Data;} ImVector_ImU64; + +typedef struct ImVector_ImU8 {int Size;int Capacity;ImU8* Data;} ImVector_ImU8; + +struct ImPlotContext; +typedef int ImAxis; +typedef int ImPlotFlags; +typedef int ImPlotAxisFlags; +typedef int ImPlotSubplotFlags; +typedef int ImPlotLegendFlags; +typedef int ImPlotMouseTextFlags; +typedef int ImPlotDragToolFlags; +typedef int ImPlotColormapScaleFlags; +typedef int ImPlotItemFlags; +typedef int ImPlotLineFlags; +typedef int ImPlotScatterFlags; +typedef int ImPlotStairsFlags; +typedef int ImPlotShadedFlags; +typedef int ImPlotBarsFlags; +typedef int ImPlotBarGroupsFlags; +typedef int ImPlotErrorBarsFlags; +typedef int ImPlotStemsFlags; +typedef int ImPlotInfLinesFlags; +typedef int ImPlotPieChartFlags; +typedef int ImPlotHeatmapFlags; +typedef int ImPlotHistogramFlags; +typedef int ImPlotDigitalFlags; +typedef int ImPlotImageFlags; +typedef int ImPlotTextFlags; +typedef int ImPlotDummyFlags; +typedef int ImPlotCond; +typedef int ImPlotCol; +typedef int ImPlotStyleVar; +typedef int ImPlotScale; +typedef int ImPlotMarker; +typedef int ImPlotColormap; +typedef int ImPlotLocation; +typedef int ImPlotBin; +typedef enum { + ImAxis_X1 = 0, + ImAxis_X2, + ImAxis_X3, + ImAxis_Y1, + ImAxis_Y2, + ImAxis_Y3, + ImAxis_COUNT +}ImAxis_; +typedef enum { + ImPlotFlags_None = 0, + ImPlotFlags_NoTitle = 1 << 0, + ImPlotFlags_NoLegend = 1 << 1, + ImPlotFlags_NoMouseText = 1 << 2, + ImPlotFlags_NoInputs = 1 << 3, + ImPlotFlags_NoMenus = 1 << 4, + ImPlotFlags_NoBoxSelect = 1 << 5, + ImPlotFlags_NoFrame = 1 << 6, + ImPlotFlags_Equal = 1 << 7, + ImPlotFlags_Crosshairs = 1 << 8, + ImPlotFlags_CanvasOnly = ImPlotFlags_NoTitle | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMouseText +}ImPlotFlags_; +typedef enum { + ImPlotAxisFlags_None = 0, + ImPlotAxisFlags_NoLabel = 1 << 0, + ImPlotAxisFlags_NoGridLines = 1 << 1, + ImPlotAxisFlags_NoTickMarks = 1 << 2, + ImPlotAxisFlags_NoTickLabels = 1 << 3, + ImPlotAxisFlags_NoInitialFit = 1 << 4, + ImPlotAxisFlags_NoMenus = 1 << 5, + ImPlotAxisFlags_NoSideSwitch = 1 << 6, + ImPlotAxisFlags_NoHighlight = 1 << 7, + ImPlotAxisFlags_Opposite = 1 << 8, + ImPlotAxisFlags_Foreground = 1 << 9, + ImPlotAxisFlags_Invert = 1 << 10, + ImPlotAxisFlags_AutoFit = 1 << 11, + ImPlotAxisFlags_RangeFit = 1 << 12, + ImPlotAxisFlags_PanStretch = 1 << 13, + ImPlotAxisFlags_LockMin = 1 << 14, + ImPlotAxisFlags_LockMax = 1 << 15, + ImPlotAxisFlags_Lock = ImPlotAxisFlags_LockMin | ImPlotAxisFlags_LockMax, + ImPlotAxisFlags_NoDecorations = ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks | ImPlotAxisFlags_NoTickLabels, + ImPlotAxisFlags_AuxDefault = ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_Opposite +}ImPlotAxisFlags_; +typedef enum { + ImPlotSubplotFlags_None = 0, + ImPlotSubplotFlags_NoTitle = 1 << 0, + ImPlotSubplotFlags_NoLegend = 1 << 1, + ImPlotSubplotFlags_NoMenus = 1 << 2, + ImPlotSubplotFlags_NoResize = 1 << 3, + ImPlotSubplotFlags_NoAlign = 1 << 4, + ImPlotSubplotFlags_ShareItems = 1 << 5, + ImPlotSubplotFlags_LinkRows = 1 << 6, + ImPlotSubplotFlags_LinkCols = 1 << 7, + ImPlotSubplotFlags_LinkAllX = 1 << 8, + ImPlotSubplotFlags_LinkAllY = 1 << 9, + ImPlotSubplotFlags_ColMajor = 1 << 10 +}ImPlotSubplotFlags_; +typedef enum { + ImPlotLegendFlags_None = 0, + ImPlotLegendFlags_NoButtons = 1 << 0, + ImPlotLegendFlags_NoHighlightItem = 1 << 1, + ImPlotLegendFlags_NoHighlightAxis = 1 << 2, + ImPlotLegendFlags_NoMenus = 1 << 3, + ImPlotLegendFlags_Outside = 1 << 4, + ImPlotLegendFlags_Horizontal = 1 << 5, + ImPlotLegendFlags_Sort = 1 << 6, +}ImPlotLegendFlags_; +typedef enum { + ImPlotMouseTextFlags_None = 0, + ImPlotMouseTextFlags_NoAuxAxes = 1 << 0, + ImPlotMouseTextFlags_NoFormat = 1 << 1, + ImPlotMouseTextFlags_ShowAlways = 1 << 2, +}ImPlotMouseTextFlags_; +typedef enum { + ImPlotDragToolFlags_None = 0, + ImPlotDragToolFlags_NoCursors = 1 << 0, + ImPlotDragToolFlags_NoFit = 1 << 1, + ImPlotDragToolFlags_NoInputs = 1 << 2, + ImPlotDragToolFlags_Delayed = 1 << 3, +}ImPlotDragToolFlags_; +typedef enum { + ImPlotColormapScaleFlags_None = 0, + ImPlotColormapScaleFlags_NoLabel = 1 << 0, + ImPlotColormapScaleFlags_Opposite = 1 << 1, + ImPlotColormapScaleFlags_Invert = 1 << 2, +}ImPlotColormapScaleFlags_; +typedef enum { + ImPlotItemFlags_None = 0, + ImPlotItemFlags_NoLegend = 1 << 0, + ImPlotItemFlags_NoFit = 1 << 1, +}ImPlotItemFlags_; +typedef enum { + ImPlotLineFlags_None = 0, + ImPlotLineFlags_Segments = 1 << 10, + ImPlotLineFlags_Loop = 1 << 11, + ImPlotLineFlags_SkipNaN = 1 << 12, + ImPlotLineFlags_NoClip = 1 << 13, + ImPlotLineFlags_Shaded = 1 << 14, +}ImPlotLineFlags_; +typedef enum { + ImPlotScatterFlags_None = 0, + ImPlotScatterFlags_NoClip = 1 << 10, +}ImPlotScatterFlags_; +typedef enum { + ImPlotStairsFlags_None = 0, + ImPlotStairsFlags_PreStep = 1 << 10, + ImPlotStairsFlags_Shaded = 1 << 11 +}ImPlotStairsFlags_; +typedef enum { + ImPlotShadedFlags_None = 0 +}ImPlotShadedFlags_; +typedef enum { + ImPlotBarsFlags_None = 0, + ImPlotBarsFlags_Horizontal = 1 << 10, +}ImPlotBarsFlags_; +typedef enum { + ImPlotBarGroupsFlags_None = 0, + ImPlotBarGroupsFlags_Horizontal = 1 << 10, + ImPlotBarGroupsFlags_Stacked = 1 << 11, +}ImPlotBarGroupsFlags_; +typedef enum { + ImPlotErrorBarsFlags_None = 0, + ImPlotErrorBarsFlags_Horizontal = 1 << 10, +}ImPlotErrorBarsFlags_; +typedef enum { + ImPlotStemsFlags_None = 0, + ImPlotStemsFlags_Horizontal = 1 << 10, +}ImPlotStemsFlags_; +typedef enum { + ImPlotInfLinesFlags_None = 0, + ImPlotInfLinesFlags_Horizontal = 1 << 10 +}ImPlotInfLinesFlags_; +typedef enum { + ImPlotPieChartFlags_None = 0, + ImPlotPieChartFlags_Normalize = 1 << 10, + ImPlotPieChartFlags_IgnoreHidden = 1 << 11 +}ImPlotPieChartFlags_; +typedef enum { + ImPlotHeatmapFlags_None = 0, + ImPlotHeatmapFlags_ColMajor = 1 << 10, +}ImPlotHeatmapFlags_; +typedef enum { + ImPlotHistogramFlags_None = 0, + ImPlotHistogramFlags_Horizontal = 1 << 10, + ImPlotHistogramFlags_Cumulative = 1 << 11, + ImPlotHistogramFlags_Density = 1 << 12, + ImPlotHistogramFlags_NoOutliers = 1 << 13, + ImPlotHistogramFlags_ColMajor = 1 << 14 +}ImPlotHistogramFlags_; +typedef enum { + ImPlotDigitalFlags_None = 0 +}ImPlotDigitalFlags_; +typedef enum { + ImPlotImageFlags_None = 0 +}ImPlotImageFlags_; +typedef enum { + ImPlotTextFlags_None = 0, + ImPlotTextFlags_Vertical = 1 << 10 +}ImPlotTextFlags_; +typedef enum { + ImPlotDummyFlags_None = 0 +}ImPlotDummyFlags_; +typedef enum { + ImPlotCond_None = ImGuiCond_None, + ImPlotCond_Always = ImGuiCond_Always, + ImPlotCond_Once = ImGuiCond_Once, +}ImPlotCond_; +typedef enum { + ImPlotCol_Line, + ImPlotCol_Fill, + ImPlotCol_MarkerOutline, + ImPlotCol_MarkerFill, + ImPlotCol_ErrorBar, + ImPlotCol_FrameBg, + ImPlotCol_PlotBg, + ImPlotCol_PlotBorder, + ImPlotCol_LegendBg, + ImPlotCol_LegendBorder, + ImPlotCol_LegendText, + ImPlotCol_TitleText, + ImPlotCol_InlayText, + ImPlotCol_AxisText, + ImPlotCol_AxisGrid, + ImPlotCol_AxisTick, + ImPlotCol_AxisBg, + ImPlotCol_AxisBgHovered, + ImPlotCol_AxisBgActive, + ImPlotCol_Selection, + ImPlotCol_Crosshairs, + ImPlotCol_COUNT +}ImPlotCol_; +typedef enum { + ImPlotStyleVar_LineWeight, + ImPlotStyleVar_Marker, + ImPlotStyleVar_MarkerSize, + ImPlotStyleVar_MarkerWeight, + ImPlotStyleVar_FillAlpha, + ImPlotStyleVar_ErrorBarSize, + ImPlotStyleVar_ErrorBarWeight, + ImPlotStyleVar_DigitalBitHeight, + ImPlotStyleVar_DigitalBitGap, + ImPlotStyleVar_PlotBorderSize, + ImPlotStyleVar_MinorAlpha, + ImPlotStyleVar_MajorTickLen, + ImPlotStyleVar_MinorTickLen, + ImPlotStyleVar_MajorTickSize, + ImPlotStyleVar_MinorTickSize, + ImPlotStyleVar_MajorGridSize, + ImPlotStyleVar_MinorGridSize, + ImPlotStyleVar_PlotPadding, + ImPlotStyleVar_LabelPadding, + ImPlotStyleVar_LegendPadding, + ImPlotStyleVar_LegendInnerPadding, + ImPlotStyleVar_LegendSpacing, + ImPlotStyleVar_MousePosPadding, + ImPlotStyleVar_AnnotationPadding, + ImPlotStyleVar_FitPadding, + ImPlotStyleVar_PlotDefaultSize, + ImPlotStyleVar_PlotMinSize, + ImPlotStyleVar_COUNT +}ImPlotStyleVar_; +typedef enum { + ImPlotScale_Linear = 0, + ImPlotScale_Time, + ImPlotScale_Log10, + ImPlotScale_SymLog, +}ImPlotScale_; +typedef enum { + ImPlotMarker_None = -1, + ImPlotMarker_Circle, + ImPlotMarker_Square, + ImPlotMarker_Diamond, + ImPlotMarker_Up, + ImPlotMarker_Down, + ImPlotMarker_Left, + ImPlotMarker_Right, + ImPlotMarker_Cross, + ImPlotMarker_Plus, + ImPlotMarker_Asterisk, + ImPlotMarker_COUNT +}ImPlotMarker_; +typedef enum { + ImPlotColormap_Deep = 0, + ImPlotColormap_Dark = 1, + ImPlotColormap_Pastel = 2, + ImPlotColormap_Paired = 3, + ImPlotColormap_Viridis = 4, + ImPlotColormap_Plasma = 5, + ImPlotColormap_Hot = 6, + ImPlotColormap_Cool = 7, + ImPlotColormap_Pink = 8, + ImPlotColormap_Jet = 9, + ImPlotColormap_Twilight = 10, + ImPlotColormap_RdBu = 11, + ImPlotColormap_BrBG = 12, + ImPlotColormap_PiYG = 13, + ImPlotColormap_Spectral = 14, + ImPlotColormap_Greys = 15, +}ImPlotColormap_; +typedef enum { + ImPlotLocation_Center = 0, + ImPlotLocation_North = 1 << 0, + ImPlotLocation_South = 1 << 1, + ImPlotLocation_West = 1 << 2, + ImPlotLocation_East = 1 << 3, + ImPlotLocation_NorthWest = ImPlotLocation_North | ImPlotLocation_West, + ImPlotLocation_NorthEast = ImPlotLocation_North | ImPlotLocation_East, + ImPlotLocation_SouthWest = ImPlotLocation_South | ImPlotLocation_West, + ImPlotLocation_SouthEast = ImPlotLocation_South | ImPlotLocation_East +}ImPlotLocation_; +typedef enum { + ImPlotBin_Sqrt = -1, + ImPlotBin_Sturges = -2, + ImPlotBin_Rice = -3, + ImPlotBin_Scott = -4, +}ImPlotBin_; +typedef struct ImPlotPoint ImPlotPoint; +struct ImPlotPoint +{ + double x, y; +}; +typedef struct ImPlotRange ImPlotRange; +struct ImPlotRange +{ + double Min, Max; +}; +typedef struct ImPlotRect ImPlotRect; +struct ImPlotRect +{ + ImPlotRange X, Y; +}; +typedef struct ImPlotStyle ImPlotStyle; +struct ImPlotStyle +{ + float LineWeight; + int Marker; + float MarkerSize; + float MarkerWeight; + float FillAlpha; + float ErrorBarSize; + float ErrorBarWeight; + float DigitalBitHeight; + float DigitalBitGap; + float PlotBorderSize; + float MinorAlpha; + ImVec2 MajorTickLen; + ImVec2 MinorTickLen; + ImVec2 MajorTickSize; + ImVec2 MinorTickSize; + ImVec2 MajorGridSize; + ImVec2 MinorGridSize; + ImVec2 PlotPadding; + ImVec2 LabelPadding; + ImVec2 LegendPadding; + ImVec2 LegendInnerPadding; + ImVec2 LegendSpacing; + ImVec2 MousePosPadding; + ImVec2 AnnotationPadding; + ImVec2 FitPadding; + ImVec2 PlotDefaultSize; + ImVec2 PlotMinSize; + ImVec4 Colors[ImPlotCol_COUNT]; + ImPlotColormap Colormap; + bool UseLocalTime; + bool UseISO8601; + bool Use24HourClock; +}; +typedef struct ImPlotInputMap ImPlotInputMap; +struct ImPlotInputMap +{ + ImGuiMouseButton Pan; + int PanMod; + ImGuiMouseButton Fit; + ImGuiMouseButton Select; + ImGuiMouseButton SelectCancel; + int SelectMod; + int SelectHorzMod; + int SelectVertMod; + ImGuiMouseButton Menu; + int OverrideMod; + int ZoomMod; + float ZoomRate; +}; +typedef int (*ImPlotFormatter)(double value, char* buff, int size, void* user_data); +typedef ImPlotPoint (*ImPlotGetter)(int idx, void* user_data); +typedef double (*ImPlotTransform)(double value, void* user_data); +struct ImPlotTick; +struct ImPlotAxis; +struct ImPlotAxisColor; +struct ImPlotItem; +struct ImPlotLegend; +struct ImPlotPlot; +struct ImPlotNextPlotData; +struct ImPlotTicker; +extern ImPlotContext* GImPlot; +typedef int ImPlotTimeUnit; +typedef int ImPlotDateFmt; +typedef int ImPlotTimeFmt; +typedef enum { + ImPlotTimeUnit_Us, + ImPlotTimeUnit_Ms, + ImPlotTimeUnit_S, + ImPlotTimeUnit_Min, + ImPlotTimeUnit_Hr, + ImPlotTimeUnit_Day, + ImPlotTimeUnit_Mo, + ImPlotTimeUnit_Yr, + ImPlotTimeUnit_COUNT +}ImPlotTimeUnit_; +typedef enum { + ImPlotDateFmt_None = 0, + ImPlotDateFmt_DayMo, + ImPlotDateFmt_DayMoYr, + ImPlotDateFmt_MoYr, + ImPlotDateFmt_Mo, + ImPlotDateFmt_Yr +}ImPlotDateFmt_; +typedef enum { + ImPlotTimeFmt_None = 0, + ImPlotTimeFmt_Us, + ImPlotTimeFmt_SUs, + ImPlotTimeFmt_SMs, + ImPlotTimeFmt_S, + ImPlotTimeFmt_MinSMs, + ImPlotTimeFmt_HrMinSMs, + ImPlotTimeFmt_HrMinS, + ImPlotTimeFmt_HrMin, + ImPlotTimeFmt_Hr +}ImPlotTimeFmt_; +typedef void (*ImPlotLocator)(ImPlotTicker* ticker, const ImPlotRange range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data); +typedef struct ImPlotDateTimeSpec ImPlotDateTimeSpec; +struct ImPlotDateTimeSpec +{ + ImPlotDateFmt Date; + ImPlotTimeFmt Time; + bool UseISO8601; + bool Use24HourClock; +}; +typedef struct ImPlotTime ImPlotTime; +struct ImPlotTime +{ + time_t S; + int Us; +}; +typedef struct ImPlotColormapData ImPlotColormapData; +typedef struct ImVector_bool {int Size;int Capacity;bool* Data;} ImVector_bool; + +struct ImPlotColormapData +{ + ImVector_ImU32 Keys; + ImVector_int KeyCounts; + ImVector_int KeyOffsets; + ImVector_ImU32 Tables; + ImVector_int TableSizes; + ImVector_int TableOffsets; + ImGuiTextBuffer Text; + ImVector_int TextOffsets; + ImVector_bool Quals; + ImGuiStorage Map; + int Count; +}; +typedef struct ImPlotPointError ImPlotPointError; +struct ImPlotPointError +{ + double X, Y, Neg, Pos; +}; +typedef struct ImPlotAnnotation ImPlotAnnotation; +struct ImPlotAnnotation +{ + ImVec2 Pos; + ImVec2 Offset; + ImU32 ColorBg; + ImU32 ColorFg; + int TextOffset; + bool Clamp; +}; +typedef struct ImPlotAnnotationCollection ImPlotAnnotationCollection; +typedef struct ImVector_ImPlotAnnotation {int Size;int Capacity;ImPlotAnnotation* Data;} ImVector_ImPlotAnnotation; + +struct ImPlotAnnotationCollection +{ + ImVector_ImPlotAnnotation Annotations; + ImGuiTextBuffer TextBuffer; + int Size; +}; +typedef struct ImPlotTag ImPlotTag; +struct ImPlotTag +{ + ImAxis Axis; + double Value; + ImU32 ColorBg; + ImU32 ColorFg; + int TextOffset; +}; +typedef struct ImPlotTagCollection ImPlotTagCollection; +typedef struct ImVector_ImPlotTag {int Size;int Capacity;ImPlotTag* Data;} ImVector_ImPlotTag; + +struct ImPlotTagCollection +{ + ImVector_ImPlotTag Tags; + ImGuiTextBuffer TextBuffer; + int Size; +}; +struct ImPlotTick +{ + double PlotPos; + float PixelPos; + ImVec2 LabelSize; + int TextOffset; + bool Major; + bool ShowLabel; + int Level; + int Idx; +}; +typedef struct ImVector_ImPlotTick {int Size;int Capacity;ImPlotTick* Data;} ImVector_ImPlotTick; + +struct ImPlotTicker +{ + ImVector_ImPlotTick Ticks; + ImGuiTextBuffer TextBuffer; + ImVec2 MaxSize; + ImVec2 LateSize; + int Levels; +}; +struct ImPlotAxis +{ + ImGuiID ID; + ImPlotAxisFlags Flags; + ImPlotAxisFlags PreviousFlags; + ImPlotRange Range; + ImPlotCond RangeCond; + ImPlotScale Scale; + ImPlotRange FitExtents; + ImPlotAxis* OrthoAxis; + ImPlotRange ConstraintRange; + ImPlotRange ConstraintZoom; + ImPlotTicker Ticker; + ImPlotFormatter Formatter; + void* FormatterData; + char FormatSpec[16]; + ImPlotLocator Locator; + double* LinkedMin; + double* LinkedMax; + int PickerLevel; + ImPlotTime PickerTimeMin, PickerTimeMax; + ImPlotTransform TransformForward; + ImPlotTransform TransformInverse; + void* TransformData; + float PixelMin, PixelMax; + double ScaleMin, ScaleMax; + double ScaleToPixel; + float Datum1, Datum2; + ImRect HoverRect; + int LabelOffset; + ImU32 ColorMaj, ColorMin, ColorTick, ColorTxt, ColorBg, ColorHov, ColorAct, ColorHiLi; + bool Enabled; + bool Vertical; + bool FitThisFrame; + bool HasRange; + bool HasFormatSpec; + bool ShowDefaultTicks; + bool Hovered; + bool Held; +}; +typedef struct ImPlotAlignmentData ImPlotAlignmentData; +struct ImPlotAlignmentData +{ + bool Vertical; + float PadA; + float PadB; + float PadAMax; + float PadBMax; +}; +struct ImPlotItem +{ + ImGuiID ID; + ImU32 Color; + ImRect LegendHoverRect; + int NameOffset; + bool Show; + bool LegendHovered; + bool SeenThisFrame; +}; + +struct ImPlotLegend +{ + ImPlotLegendFlags Flags; + ImPlotLegendFlags PreviousFlags; + ImPlotLocation Location; + ImPlotLocation PreviousLocation; + ImVec2 Scroll; + ImVector_int Indices; + ImGuiTextBuffer Labels; + ImRect Rect; + ImRect RectClamped; + bool Hovered; + bool Held; + bool CanGoInside; +}; +typedef struct ImPlotItemGroup ImPlotItemGroup; +typedef struct ImVector_ImPlotItem {int Size;int Capacity;ImPlotItem* Data;} ImVector_ImPlotItem; + +typedef struct ImPool_ImPlotItem {ImVector_ImPlotItem Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImPlotItem; + +struct ImPlotItemGroup +{ + ImGuiID ID; + ImPlotLegend Legend; + ImPool_ImPlotItem ItemPool; + int ColormapIdx; +}; +struct ImPlotPlot +{ + ImGuiID ID; + ImPlotFlags Flags; + ImPlotFlags PreviousFlags; + ImPlotLocation MouseTextLocation; + ImPlotMouseTextFlags MouseTextFlags; + ImPlotAxis Axes[ImAxis_COUNT]; + ImGuiTextBuffer TextBuffer; + ImPlotItemGroup Items; + ImAxis CurrentX; + ImAxis CurrentY; + ImRect FrameRect; + ImRect CanvasRect; + ImRect PlotRect; + ImRect AxesRect; + ImRect SelectRect; + ImVec2 SelectStart; + int TitleOffset; + bool JustCreated; + bool Initialized; + bool SetupLocked; + bool FitThisFrame; + bool Hovered; + bool Held; + bool Selecting; + bool Selected; + bool ContextLocked; +}; +typedef struct ImPlotSubplot ImPlotSubplot; +typedef struct ImVector_ImPlotAlignmentData {int Size;int Capacity;ImPlotAlignmentData* Data;} ImVector_ImPlotAlignmentData; + +typedef struct ImVector_ImPlotRange {int Size;int Capacity;ImPlotRange* Data;} ImVector_ImPlotRange; + +struct ImPlotSubplot +{ + ImGuiID ID; + ImPlotSubplotFlags Flags; + ImPlotSubplotFlags PreviousFlags; + ImPlotItemGroup Items; + int Rows; + int Cols; + int CurrentIdx; + ImRect FrameRect; + ImRect GridRect; + ImVec2 CellSize; + ImVector_ImPlotAlignmentData RowAlignmentData; + ImVector_ImPlotAlignmentData ColAlignmentData; + ImVector_float RowRatios; + ImVector_float ColRatios; + ImVector_ImPlotRange RowLinkData; + ImVector_ImPlotRange ColLinkData; + float TempSizes[2]; + bool FrameHovered; + bool HasTitle; +}; +struct ImPlotNextPlotData +{ + ImPlotCond RangeCond[ImAxis_COUNT]; + ImPlotRange Range[ImAxis_COUNT]; + bool HasRange[ImAxis_COUNT]; + bool Fit[ImAxis_COUNT]; + double* LinkedMin[ImAxis_COUNT]; + double* LinkedMax[ImAxis_COUNT]; +}; +typedef struct ImPlotNextItemData ImPlotNextItemData; +struct ImPlotNextItemData +{ + ImVec4 Colors[5]; + float LineWeight; + ImPlotMarker Marker; + float MarkerSize; + float MarkerWeight; + float FillAlpha; + float ErrorBarSize; + float ErrorBarWeight; + float DigitalBitHeight; + float DigitalBitGap; + bool RenderLine; + bool RenderFill; + bool RenderMarkerLine; + bool RenderMarkerFill; + bool HasHidden; + bool Hidden; + ImPlotCond HiddenCond; +}; +typedef struct ImVector_ImPlotPlot {int Size;int Capacity;ImPlotPlot* Data;} ImVector_ImPlotPlot; + +typedef struct ImPool_ImPlotPlot {ImVector_ImPlotPlot Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImPlotPlot; + +typedef struct ImVector_ImPlotSubplot {int Size;int Capacity;ImPlotSubplot* Data;} ImVector_ImPlotSubplot; + +typedef struct ImPool_ImPlotSubplot {ImVector_ImPlotSubplot Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImPlotSubplot; + +typedef struct ImVector_ImPlotColormap {int Size;int Capacity;ImPlotColormap* Data;} ImVector_ImPlotColormap; + +typedef struct ImVector_double {int Size;int Capacity;double* Data;} ImVector_double; + +typedef struct ImPool_ImPlotAlignmentData {ImVector_ImPlotAlignmentData Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImPlotAlignmentData; + +struct ImPlotContext +{ + ImPool_ImPlotPlot Plots; + ImPool_ImPlotSubplot Subplots; + ImPlotPlot* CurrentPlot; + ImPlotSubplot* CurrentSubplot; + ImPlotItemGroup* CurrentItems; + ImPlotItem* CurrentItem; + ImPlotItem* PreviousItem; + ImPlotTicker CTicker; + ImPlotAnnotationCollection Annotations; + ImPlotTagCollection Tags; + ImPlotStyle Style; + ImVector_ImGuiColorMod ColorModifiers; + ImVector_ImGuiStyleMod StyleModifiers; + ImPlotColormapData ColormapData; + ImVector_ImPlotColormap ColormapModifiers; + tm Tm; + ImVector_double TempDouble1, TempDouble2; + ImVector_int TempInt1; + int DigitalPlotItemCnt; + int DigitalPlotOffset; + ImPlotNextPlotData NextPlotData; + ImPlotNextItemData NextItemData; + ImPlotInputMap InputMap; + bool OpenContextThisFrame; + ImGuiTextBuffer MousePosStringBuilder; + ImPlotItemGroup* SortItems; + ImPool_ImPlotAlignmentData AlignmentData; + ImPlotAlignmentData* CurrentAlignmentH; + ImPlotAlignmentData* CurrentAlignmentV; +}; +typedef struct Formatter_Time_Data Formatter_Time_Data; +struct Formatter_Time_Data +{ + ImPlotTime Time; + ImPlotDateTimeSpec Spec; + ImPlotFormatter UserFormatter; + void* UserFormatterData; +}; +#else + +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +//ImPlotPoint getters manually wrapped use this +typedef void *(*ImPlotPoint_getter)(void* data, int idx, ImPlotPoint *point); + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef ImPlot::Formatter_Time_Data Formatter_Time_Data; +typedef ImPool ImPool_ImPlotAlignmentData; +typedef ImPool ImPool_ImPlotItem; +typedef ImPool ImPool_ImPlotPlot; +typedef ImPool ImPool_ImPlotSubplot; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImPlotAlignmentData; +typedef ImVector ImVector_ImPlotAnnotation; +typedef ImVector ImVector_ImPlotColormap; +typedef ImVector ImVector_ImPlotRange; +typedef ImVector ImVector_ImPlotTag; +typedef ImVector ImVector_ImPlotTick; +typedef ImVector ImVector_ImS16; +typedef ImVector ImVector_ImS32; +typedef ImVector ImVector_ImS64; +typedef ImVector ImVector_ImS8; +typedef ImVector ImVector_ImU16; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImU64; +typedef ImVector ImVector_ImU8; +typedef ImVector ImVector_bool; +typedef ImVector ImVector_double; +typedef ImVector ImVector_float; +typedef ImVector ImVector_int; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImPlotPoint* ImPlotPoint_ImPlotPoint_Nil(void); +CIMGUI_API void ImPlotPoint_destroy(ImPlotPoint* self); +CIMGUI_API ImPlotPoint* ImPlotPoint_ImPlotPoint_double(double _x,double _y); +CIMGUI_API ImPlotPoint* ImPlotPoint_ImPlotPoint_Vec2(const ImVec2 p); +CIMGUI_API ImPlotRange* ImPlotRange_ImPlotRange_Nil(void); +CIMGUI_API void ImPlotRange_destroy(ImPlotRange* self); +CIMGUI_API ImPlotRange* ImPlotRange_ImPlotRange_double(double _min,double _max); +CIMGUI_API bool ImPlotRange_Contains(ImPlotRange* self,double value); +CIMGUI_API double ImPlotRange_Size(ImPlotRange* self); +CIMGUI_API double ImPlotRange_Clamp(ImPlotRange* self,double value); +CIMGUI_API ImPlotRect* ImPlotRect_ImPlotRect_Nil(void); +CIMGUI_API void ImPlotRect_destroy(ImPlotRect* self); +CIMGUI_API ImPlotRect* ImPlotRect_ImPlotRect_double(double x_min,double x_max,double y_min,double y_max); +CIMGUI_API bool ImPlotRect_Contains_PlotPoInt(ImPlotRect* self,const ImPlotPoint p); +CIMGUI_API bool ImPlotRect_Contains_double(ImPlotRect* self,double x,double y); +CIMGUI_API void ImPlotRect_Size(ImPlotPoint *pOut,ImPlotRect* self); +CIMGUI_API void ImPlotRect_Clamp_PlotPoInt(ImPlotPoint *pOut,ImPlotRect* self,const ImPlotPoint p); +CIMGUI_API void ImPlotRect_Clamp_double(ImPlotPoint *pOut,ImPlotRect* self,double x,double y); +CIMGUI_API void ImPlotRect_Min(ImPlotPoint *pOut,ImPlotRect* self); +CIMGUI_API void ImPlotRect_Max(ImPlotPoint *pOut,ImPlotRect* self); +CIMGUI_API ImPlotStyle* ImPlotStyle_ImPlotStyle(void); +CIMGUI_API void ImPlotStyle_destroy(ImPlotStyle* self); +CIMGUI_API ImPlotInputMap* ImPlotInputMap_ImPlotInputMap(void); +CIMGUI_API void ImPlotInputMap_destroy(ImPlotInputMap* self); +CIMGUI_API ImPlotContext* ImPlot_CreateContext(void); +CIMGUI_API void ImPlot_DestroyContext(ImPlotContext* ctx); +CIMGUI_API ImPlotContext* ImPlot_GetCurrentContext(void); +CIMGUI_API void ImPlot_SetCurrentContext(ImPlotContext* ctx); +CIMGUI_API void ImPlot_SetImGuiContext(ImGuiContext* ctx); +CIMGUI_API bool ImPlot_BeginPlot(const char* title_id,const ImVec2 size,ImPlotFlags flags); +CIMGUI_API void ImPlot_EndPlot(void); +CIMGUI_API bool ImPlot_BeginSubplots(const char* title_id,int rows,int cols,const ImVec2 size,ImPlotSubplotFlags flags,float* row_ratios,float* col_ratios); +CIMGUI_API void ImPlot_EndSubplots(void); +CIMGUI_API void ImPlot_SetupAxis(ImAxis axis,const char* label,ImPlotAxisFlags flags); +CIMGUI_API void ImPlot_SetupAxisLimits(ImAxis axis,double v_min,double v_max,ImPlotCond cond); +CIMGUI_API void ImPlot_SetupAxisLinks(ImAxis axis,double* link_min,double* link_max); +CIMGUI_API void ImPlot_SetupAxisFormat_Str(ImAxis axis,const char* fmt); +CIMGUI_API void ImPlot_SetupAxisFormat_PlotFormatter(ImAxis axis,ImPlotFormatter formatter,void* data); +CIMGUI_API void ImPlot_SetupAxisTicks_doublePtr(ImAxis axis,const double* values,int n_ticks,const char* const labels[],bool keep_default); +CIMGUI_API void ImPlot_SetupAxisTicks_double(ImAxis axis,double v_min,double v_max,int n_ticks,const char* const labels[],bool keep_default); +CIMGUI_API void ImPlot_SetupAxisScale_PlotScale(ImAxis axis,ImPlotScale scale); +CIMGUI_API void ImPlot_SetupAxisScale_PlotTransform(ImAxis axis,ImPlotTransform forward,ImPlotTransform inverse,void* data); +CIMGUI_API void ImPlot_SetupAxisLimitsConstraints(ImAxis axis,double v_min,double v_max); +CIMGUI_API void ImPlot_SetupAxisZoomConstraints(ImAxis axis,double z_min,double z_max); +CIMGUI_API void ImPlot_SetupAxes(const char* x_label,const char* y_label,ImPlotAxisFlags x_flags,ImPlotAxisFlags y_flags); +CIMGUI_API void ImPlot_SetupAxesLimits(double x_min,double x_max,double y_min,double y_max,ImPlotCond cond); +CIMGUI_API void ImPlot_SetupLegend(ImPlotLocation location,ImPlotLegendFlags flags); +CIMGUI_API void ImPlot_SetupMouseText(ImPlotLocation location,ImPlotMouseTextFlags flags); +CIMGUI_API void ImPlot_SetupFinish(void); +CIMGUI_API void ImPlot_SetNextAxisLimits(ImAxis axis,double v_min,double v_max,ImPlotCond cond); +CIMGUI_API void ImPlot_SetNextAxisLinks(ImAxis axis,double* link_min,double* link_max); +CIMGUI_API void ImPlot_SetNextAxisToFit(ImAxis axis); +CIMGUI_API void ImPlot_SetNextAxesLimits(double x_min,double x_max,double y_min,double y_max,ImPlotCond cond); +CIMGUI_API void ImPlot_SetNextAxesToFit(void); +CIMGUI_API void ImPlot_PlotLine_FloatPtrInt(const char* label_id,const float* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_doublePtrInt(const char* label_id,const double* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S8PtrInt(const char* label_id,const ImS8* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U8PtrInt(const char* label_id,const ImU8* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S16PtrInt(const char* label_id,const ImS16* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U16PtrInt(const char* label_id,const ImU16* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S32PtrInt(const char* label_id,const ImS32* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U32PtrInt(const char* label_id,const ImU32* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S64PtrInt(const char* label_id,const ImS64* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U64PtrInt(const char* label_id,const ImU64* values,int count,double xscale,double xstart,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLine_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotLineFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotLineG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotLineFlags flags);//custom generation +CIMGUI_API void ImPlot_PlotScatter_FloatPtrInt(const char* label_id,const float* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_doublePtrInt(const char* label_id,const double* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S8PtrInt(const char* label_id,const ImS8* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U8PtrInt(const char* label_id,const ImU8* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S16PtrInt(const char* label_id,const ImS16* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U16PtrInt(const char* label_id,const ImU16* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S32PtrInt(const char* label_id,const ImS32* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U32PtrInt(const char* label_id,const ImU32* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S64PtrInt(const char* label_id,const ImS64* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U64PtrInt(const char* label_id,const ImU64* values,int count,double xscale,double xstart,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatter_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotScatterFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotScatterG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotScatterFlags flags);//custom generation +CIMGUI_API void ImPlot_PlotStairs_FloatPtrInt(const char* label_id,const float* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_doublePtrInt(const char* label_id,const double* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S8PtrInt(const char* label_id,const ImS8* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U8PtrInt(const char* label_id,const ImU8* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S16PtrInt(const char* label_id,const ImS16* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U16PtrInt(const char* label_id,const ImU16* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S32PtrInt(const char* label_id,const ImS32* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U32PtrInt(const char* label_id,const ImU32* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S64PtrInt(const char* label_id,const ImS64* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U64PtrInt(const char* label_id,const ImU64* values,int count,double xscale,double xstart,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairs_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotStairsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStairsG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotStairsFlags flags);//custom generation +CIMGUI_API void ImPlot_PlotShaded_FloatPtrInt(const char* label_id,const float* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_doublePtrInt(const char* label_id,const double* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S8PtrInt(const char* label_id,const ImS8* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U8PtrInt(const char* label_id,const ImU8* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S16PtrInt(const char* label_id,const ImS16* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U16PtrInt(const char* label_id,const ImU16* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S32PtrInt(const char* label_id,const ImS32* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U32PtrInt(const char* label_id,const ImU32* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S64PtrInt(const char* label_id,const ImS64* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U64PtrInt(const char* label_id,const ImU64* values,int count,double yref,double xscale,double xstart,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_FloatPtrFloatPtrInt(const char* label_id,const float* xs,const float* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_doublePtrdoublePtrInt(const char* label_id,const double* xs,const double* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S8PtrS8PtrInt(const char* label_id,const ImS8* xs,const ImS8* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U8PtrU8PtrInt(const char* label_id,const ImU8* xs,const ImU8* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S16PtrS16PtrInt(const char* label_id,const ImS16* xs,const ImS16* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U16PtrU16PtrInt(const char* label_id,const ImU16* xs,const ImU16* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S32PtrS32PtrInt(const char* label_id,const ImS32* xs,const ImS32* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U32PtrU32PtrInt(const char* label_id,const ImU32* xs,const ImU32* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S64PtrS64PtrInt(const char* label_id,const ImS64* xs,const ImS64* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U64PtrU64PtrInt(const char* label_id,const ImU64* xs,const ImU64* ys,int count,double yref,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_FloatPtrFloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys1,const float* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_doublePtrdoublePtrdoublePtr(const char* label_id,const double* xs,const double* ys1,const double* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S8PtrS8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys1,const ImS8* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U8PtrU8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys1,const ImU8* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S16PtrS16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys1,const ImS16* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U16PtrU16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys1,const ImU16* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S32PtrS32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys1,const ImS32* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U32PtrU32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys1,const ImU32* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_S64PtrS64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys1,const ImS64* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShaded_U64PtrU64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys1,const ImU64* ys2,int count,ImPlotShadedFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotShadedG(const char* label_id,ImPlotPoint_getter getter1,void* data1,ImPlotPoint_getter getter2,void* data2,int count,ImPlotShadedFlags flags);//custom generation +CIMGUI_API void ImPlot_PlotBars_FloatPtrInt(const char* label_id,const float* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_doublePtrInt(const char* label_id,const double* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S8PtrInt(const char* label_id,const ImS8* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U8PtrInt(const char* label_id,const ImU8* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S16PtrInt(const char* label_id,const ImS16* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U16PtrInt(const char* label_id,const ImU16* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S32PtrInt(const char* label_id,const ImS32* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U32PtrInt(const char* label_id,const ImU32* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S64PtrInt(const char* label_id,const ImS64* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U64PtrInt(const char* label_id,const ImU64* values,int count,double bar_size,double shift,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBars_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,double bar_size,ImPlotBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotBarsG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,double bar_size,ImPlotBarsFlags flags);//custom generation +CIMGUI_API void ImPlot_PlotBarGroups_FloatPtr(const char* const label_ids[],const float* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_doublePtr(const char* const label_ids[],const double* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_S8Ptr(const char* const label_ids[],const ImS8* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_U8Ptr(const char* const label_ids[],const ImU8* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_S16Ptr(const char* const label_ids[],const ImS16* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_U16Ptr(const char* const label_ids[],const ImU16* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_S32Ptr(const char* const label_ids[],const ImS32* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_U32Ptr(const char* const label_ids[],const ImU32* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_S64Ptr(const char* const label_ids[],const ImS64* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotBarGroups_U64Ptr(const char* const label_ids[],const ImU64* values,int item_count,int group_count,double group_size,double shift,ImPlotBarGroupsFlags flags); +CIMGUI_API void ImPlot_PlotErrorBars_FloatPtrFloatPtrFloatPtrInt(const char* label_id,const float* xs,const float* ys,const float* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_doublePtrdoublePtrdoublePtrInt(const char* label_id,const double* xs,const double* ys,const double* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S8PtrS8PtrS8PtrInt(const char* label_id,const ImS8* xs,const ImS8* ys,const ImS8* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U8PtrU8PtrU8PtrInt(const char* label_id,const ImU8* xs,const ImU8* ys,const ImU8* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S16PtrS16PtrS16PtrInt(const char* label_id,const ImS16* xs,const ImS16* ys,const ImS16* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U16PtrU16PtrU16PtrInt(const char* label_id,const ImU16* xs,const ImU16* ys,const ImU16* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S32PtrS32PtrS32PtrInt(const char* label_id,const ImS32* xs,const ImS32* ys,const ImS32* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U32PtrU32PtrU32PtrInt(const char* label_id,const ImU32* xs,const ImU32* ys,const ImU32* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S64PtrS64PtrS64PtrInt(const char* label_id,const ImS64* xs,const ImS64* ys,const ImS64* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U64PtrU64PtrU64PtrInt(const char* label_id,const ImU64* xs,const ImU64* ys,const ImU64* err,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_FloatPtrFloatPtrFloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,const float* neg,const float* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_doublePtrdoublePtrdoublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,const double* neg,const double* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S8PtrS8PtrS8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,const ImS8* neg,const ImS8* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U8PtrU8PtrU8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,const ImU8* neg,const ImU8* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S16PtrS16PtrS16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,const ImS16* neg,const ImS16* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U16PtrU16PtrU16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,const ImU16* neg,const ImU16* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S32PtrS32PtrS32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,const ImS32* neg,const ImS32* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U32PtrU32PtrU32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,const ImU32* neg,const ImU32* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_S64PtrS64PtrS64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,const ImS64* neg,const ImS64* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotErrorBars_U64PtrU64PtrU64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,const ImU64* neg,const ImU64* pos,int count,ImPlotErrorBarsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_FloatPtrInt(const char* label_id,const float* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_doublePtrInt(const char* label_id,const double* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S8PtrInt(const char* label_id,const ImS8* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U8PtrInt(const char* label_id,const ImU8* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S16PtrInt(const char* label_id,const ImS16* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U16PtrInt(const char* label_id,const ImU16* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S32PtrInt(const char* label_id,const ImS32* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U32PtrInt(const char* label_id,const ImU32* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S64PtrInt(const char* label_id,const ImS64* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U64PtrInt(const char* label_id,const ImU64* values,int count,double ref,double scale,double start,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_FloatPtrFloatPtr(const char* label_id,const float* xs,const float* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_doublePtrdoublePtr(const char* label_id,const double* xs,const double* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S8PtrS8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U8PtrU8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S16PtrS16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U16PtrU16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S32PtrS32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U32PtrU32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_S64PtrS64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotStems_U64PtrU64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,double ref,ImPlotStemsFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_FloatPtr(const char* label_id,const float* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_doublePtr(const char* label_id,const double* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_S8Ptr(const char* label_id,const ImS8* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_U8Ptr(const char* label_id,const ImU8* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_S16Ptr(const char* label_id,const ImS16* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_U16Ptr(const char* label_id,const ImU16* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_S32Ptr(const char* label_id,const ImS32* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_U32Ptr(const char* label_id,const ImU32* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_S64Ptr(const char* label_id,const ImS64* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotInfLines_U64Ptr(const char* label_id,const ImU64* values,int count,ImPlotInfLinesFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotPieChart_FloatPtrPlotFormatter(const char* const label_ids[],const float* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_doublePtrPlotFormatter(const char* const label_ids[],const double* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S8PtrPlotFormatter(const char* const label_ids[],const ImS8* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U8PtrPlotFormatter(const char* const label_ids[],const ImU8* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S16PtrPlotFormatter(const char* const label_ids[],const ImS16* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U16PtrPlotFormatter(const char* const label_ids[],const ImU16* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S32PtrPlotFormatter(const char* const label_ids[],const ImS32* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U32PtrPlotFormatter(const char* const label_ids[],const ImU32* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S64PtrPlotFormatter(const char* const label_ids[],const ImS64* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U64PtrPlotFormatter(const char* const label_ids[],const ImU64* values,int count,double x,double y,double radius,ImPlotFormatter fmt,void* fmt_data,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_FloatPtrStr(const char* const label_ids[],const float* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_doublePtrStr(const char* const label_ids[],const double* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S8PtrStr(const char* const label_ids[],const ImS8* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U8PtrStr(const char* const label_ids[],const ImU8* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S16PtrStr(const char* const label_ids[],const ImS16* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U16PtrStr(const char* const label_ids[],const ImU16* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S32PtrStr(const char* const label_ids[],const ImS32* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U32PtrStr(const char* const label_ids[],const ImU32* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_S64PtrStr(const char* const label_ids[],const ImS64* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotPieChart_U64PtrStr(const char* const label_ids[],const ImU64* values,int count,double x,double y,double radius,const char* label_fmt,double angle0,ImPlotPieChartFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_FloatPtr(const char* label_id,const float* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_doublePtr(const char* label_id,const double* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_S8Ptr(const char* label_id,const ImS8* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_U8Ptr(const char* label_id,const ImU8* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_S16Ptr(const char* label_id,const ImS16* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_U16Ptr(const char* label_id,const ImU16* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_S32Ptr(const char* label_id,const ImS32* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_U32Ptr(const char* label_id,const ImU32* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_S64Ptr(const char* label_id,const ImS64* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API void ImPlot_PlotHeatmap_U64Ptr(const char* label_id,const ImU64* values,int rows,int cols,double scale_min,double scale_max,const char* label_fmt,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,ImPlotHeatmapFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_FloatPtr(const char* label_id,const float* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_doublePtr(const char* label_id,const double* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_S8Ptr(const char* label_id,const ImS8* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_U8Ptr(const char* label_id,const ImU8* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_S16Ptr(const char* label_id,const ImS16* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_U16Ptr(const char* label_id,const ImU16* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_S32Ptr(const char* label_id,const ImS32* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_U32Ptr(const char* label_id,const ImU32* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_S64Ptr(const char* label_id,const ImS64* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram_U64Ptr(const char* label_id,const ImU64* values,int count,int bins,double bar_scale,ImPlotRange range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_FloatPtr(const char* label_id,const float* xs,const float* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_doublePtr(const char* label_id,const double* xs,const double* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_S8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_U8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_S16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_U16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_S32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_U32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_S64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API double ImPlot_PlotHistogram2D_U64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,int x_bins,int y_bins,ImPlotRect range,ImPlotHistogramFlags flags); +CIMGUI_API void ImPlot_PlotDigital_FloatPtr(const char* label_id,const float* xs,const float* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_doublePtr(const char* label_id,const double* xs,const double* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_S8Ptr(const char* label_id,const ImS8* xs,const ImS8* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_U8Ptr(const char* label_id,const ImU8* xs,const ImU8* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_S16Ptr(const char* label_id,const ImS16* xs,const ImS16* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_U16Ptr(const char* label_id,const ImU16* xs,const ImU16* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_S32Ptr(const char* label_id,const ImS32* xs,const ImS32* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_U32Ptr(const char* label_id,const ImU32* xs,const ImU32* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_S64Ptr(const char* label_id,const ImS64* xs,const ImS64* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigital_U64Ptr(const char* label_id,const ImU64* xs,const ImU64* ys,int count,ImPlotDigitalFlags flags,int offset,int stride); +CIMGUI_API void ImPlot_PlotDigitalG(const char* label_id,ImPlotPoint_getter getter,void* data,int count,ImPlotDigitalFlags flags);//custom generation +CIMGUI_API void ImPlot_PlotImage(const char* label_id,ImTextureID user_texture_id,const ImPlotPoint bounds_min,const ImPlotPoint bounds_max,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,ImPlotImageFlags flags); +CIMGUI_API void ImPlot_PlotText(const char* text,double x,double y,const ImVec2 pix_offset,ImPlotTextFlags flags); +CIMGUI_API void ImPlot_PlotDummy(const char* label_id,ImPlotDummyFlags flags); +CIMGUI_API bool ImPlot_DragPoint(int id,double* x,double* y,const ImVec4 col,float size,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held); +CIMGUI_API bool ImPlot_DragLineX(int id,double* x,const ImVec4 col,float thickness,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held); +CIMGUI_API bool ImPlot_DragLineY(int id,double* y,const ImVec4 col,float thickness,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held); +CIMGUI_API bool ImPlot_DragRect(int id,double* x1,double* y1,double* x2,double* y2,const ImVec4 col,ImPlotDragToolFlags flags,bool* out_clicked,bool* out_hovered,bool* held); +CIMGUI_API void ImPlot_Annotation_Bool(double x,double y,const ImVec4 col,const ImVec2 pix_offset,bool clamp,bool round); +CIMGUI_API void ImPlot_Annotation_Str(double x,double y,const ImVec4 col,const ImVec2 pix_offset,bool clamp,const char* fmt,...); +CIMGUI_API void ImPlot_AnnotationV(double x,double y,const ImVec4 col,const ImVec2 pix_offset,bool clamp,const char* fmt,va_list args); +CIMGUI_API void ImPlot_TagX_Bool(double x,const ImVec4 col,bool round); +CIMGUI_API void ImPlot_TagX_Str(double x,const ImVec4 col,const char* fmt,...); +CIMGUI_API void ImPlot_TagXV(double x,const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void ImPlot_TagY_Bool(double y,const ImVec4 col,bool round); +CIMGUI_API void ImPlot_TagY_Str(double y,const ImVec4 col,const char* fmt,...); +CIMGUI_API void ImPlot_TagYV(double y,const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void ImPlot_SetAxis(ImAxis axis); +CIMGUI_API void ImPlot_SetAxes(ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_PixelsToPlot_Vec2(ImPlotPoint *pOut,const ImVec2 pix,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_PixelsToPlot_Float(ImPlotPoint *pOut,float x,float y,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_PlotToPixels_PlotPoInt(ImVec2 *pOut,const ImPlotPoint plt,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_PlotToPixels_double(ImVec2 *pOut,double x,double y,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_GetPlotPos(ImVec2 *pOut); +CIMGUI_API void ImPlot_GetPlotSize(ImVec2 *pOut); +CIMGUI_API void ImPlot_GetPlotMousePos(ImPlotPoint *pOut,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_GetPlotLimits(ImPlotRect *pOut,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API bool ImPlot_IsPlotHovered(void); +CIMGUI_API bool ImPlot_IsAxisHovered(ImAxis axis); +CIMGUI_API bool ImPlot_IsSubplotsHovered(void); +CIMGUI_API bool ImPlot_IsPlotSelected(void); +CIMGUI_API void ImPlot_GetPlotSelection(ImPlotRect *pOut,ImAxis x_axis,ImAxis y_axis); +CIMGUI_API void ImPlot_CancelPlotSelection(void); +CIMGUI_API void ImPlot_HideNextItem(bool hidden,ImPlotCond cond); +CIMGUI_API bool ImPlot_BeginAlignedPlots(const char* group_id,bool vertical); +CIMGUI_API void ImPlot_EndAlignedPlots(void); +CIMGUI_API bool ImPlot_BeginLegendPopup(const char* label_id,ImGuiMouseButton mouse_button); +CIMGUI_API void ImPlot_EndLegendPopup(void); +CIMGUI_API bool ImPlot_IsLegendEntryHovered(const char* label_id); +CIMGUI_API bool ImPlot_BeginDragDropTargetPlot(void); +CIMGUI_API bool ImPlot_BeginDragDropTargetAxis(ImAxis axis); +CIMGUI_API bool ImPlot_BeginDragDropTargetLegend(void); +CIMGUI_API void ImPlot_EndDragDropTarget(void); +CIMGUI_API bool ImPlot_BeginDragDropSourcePlot(ImGuiDragDropFlags flags); +CIMGUI_API bool ImPlot_BeginDragDropSourceAxis(ImAxis axis,ImGuiDragDropFlags flags); +CIMGUI_API bool ImPlot_BeginDragDropSourceItem(const char* label_id,ImGuiDragDropFlags flags); +CIMGUI_API void ImPlot_EndDragDropSource(void); +CIMGUI_API ImPlotStyle* ImPlot_GetStyle(void); +CIMGUI_API void ImPlot_StyleColorsAuto(ImPlotStyle* dst); +CIMGUI_API void ImPlot_StyleColorsClassic(ImPlotStyle* dst); +CIMGUI_API void ImPlot_StyleColorsDark(ImPlotStyle* dst); +CIMGUI_API void ImPlot_StyleColorsLight(ImPlotStyle* dst); +CIMGUI_API void ImPlot_PushStyleColor_U32(ImPlotCol idx,ImU32 col); +CIMGUI_API void ImPlot_PushStyleColor_Vec4(ImPlotCol idx,const ImVec4 col); +CIMGUI_API void ImPlot_PopStyleColor(int count); +CIMGUI_API void ImPlot_PushStyleVar_Float(ImPlotStyleVar idx,float val); +CIMGUI_API void ImPlot_PushStyleVar_Int(ImPlotStyleVar idx,int val); +CIMGUI_API void ImPlot_PushStyleVar_Vec2(ImPlotStyleVar idx,const ImVec2 val); +CIMGUI_API void ImPlot_PopStyleVar(int count); +CIMGUI_API void ImPlot_SetNextLineStyle(const ImVec4 col,float weight); +CIMGUI_API void ImPlot_SetNextFillStyle(const ImVec4 col,float alpha_mod); +CIMGUI_API void ImPlot_SetNextMarkerStyle(ImPlotMarker marker,float size,const ImVec4 fill,float weight,const ImVec4 outline); +CIMGUI_API void ImPlot_SetNextErrorBarStyle(const ImVec4 col,float size,float weight); +CIMGUI_API void ImPlot_GetLastItemColor(ImVec4 *pOut); +CIMGUI_API const char* ImPlot_GetStyleColorName(ImPlotCol idx); +CIMGUI_API const char* ImPlot_GetMarkerName(ImPlotMarker idx); +CIMGUI_API ImPlotColormap ImPlot_AddColormap_Vec4Ptr(const char* name,const ImVec4* cols,int size,bool qual); +CIMGUI_API ImPlotColormap ImPlot_AddColormap_U32Ptr(const char* name,const ImU32* cols,int size,bool qual); +CIMGUI_API int ImPlot_GetColormapCount(void); +CIMGUI_API const char* ImPlot_GetColormapName(ImPlotColormap cmap); +CIMGUI_API ImPlotColormap ImPlot_GetColormapIndex(const char* name); +CIMGUI_API void ImPlot_PushColormap_PlotColormap(ImPlotColormap cmap); +CIMGUI_API void ImPlot_PushColormap_Str(const char* name); +CIMGUI_API void ImPlot_PopColormap(int count); +CIMGUI_API void ImPlot_NextColormapColor(ImVec4 *pOut); +CIMGUI_API int ImPlot_GetColormapSize(ImPlotColormap cmap); +CIMGUI_API void ImPlot_GetColormapColor(ImVec4 *pOut,int idx,ImPlotColormap cmap); +CIMGUI_API void ImPlot_SampleColormap(ImVec4 *pOut,float t,ImPlotColormap cmap); +CIMGUI_API void ImPlot_ColormapScale(const char* label,double scale_min,double scale_max,const ImVec2 size,const char* format,ImPlotColormapScaleFlags flags,ImPlotColormap cmap); +CIMGUI_API bool ImPlot_ColormapSlider(const char* label,float* t,ImVec4* out,const char* format,ImPlotColormap cmap); +CIMGUI_API bool ImPlot_ColormapButton(const char* label,const ImVec2 size,ImPlotColormap cmap); +CIMGUI_API void ImPlot_BustColorCache(const char* plot_title_id); +CIMGUI_API ImPlotInputMap* ImPlot_GetInputMap(void); +CIMGUI_API void ImPlot_MapInputDefault(ImPlotInputMap* dst); +CIMGUI_API void ImPlot_MapInputReverse(ImPlotInputMap* dst); +CIMGUI_API void ImPlot_ItemIcon_Vec4(const ImVec4 col); +CIMGUI_API void ImPlot_ItemIcon_U32(ImU32 col); +CIMGUI_API void ImPlot_ColormapIcon(ImPlotColormap cmap); +CIMGUI_API ImDrawList* ImPlot_GetPlotDrawList(void); +CIMGUI_API void ImPlot_PushPlotClipRect(float expand); +CIMGUI_API void ImPlot_PopPlotClipRect(void); +CIMGUI_API bool ImPlot_ShowStyleSelector(const char* label); +CIMGUI_API bool ImPlot_ShowColormapSelector(const char* label); +CIMGUI_API bool ImPlot_ShowInputMapSelector(const char* label); +CIMGUI_API void ImPlot_ShowStyleEditor(ImPlotStyle* ref); +CIMGUI_API void ImPlot_ShowUserGuide(void); +CIMGUI_API void ImPlot_ShowMetricsWindow(bool* p_popen); +CIMGUI_API void ImPlot_ShowDemoWindow(bool* p_open); +CIMGUI_API float ImPlot_ImLog10_Float(float x); +CIMGUI_API double ImPlot_ImLog10_double(double x); +CIMGUI_API float ImPlot_ImSinh_Float(float x); +CIMGUI_API double ImPlot_ImSinh_double(double x); +CIMGUI_API float ImPlot_ImAsinh_Float(float x); +CIMGUI_API double ImPlot_ImAsinh_double(double x); +CIMGUI_API float ImPlot_ImRemap_Float(float x,float x0,float x1,float y0,float y1); +CIMGUI_API double ImPlot_ImRemap_double(double x,double x0,double x1,double y0,double y1); +CIMGUI_API ImS8 ImPlot_ImRemap_S8(ImS8 x,ImS8 x0,ImS8 x1,ImS8 y0,ImS8 y1); +CIMGUI_API ImU8 ImPlot_ImRemap_U8(ImU8 x,ImU8 x0,ImU8 x1,ImU8 y0,ImU8 y1); +CIMGUI_API ImS16 ImPlot_ImRemap_S16(ImS16 x,ImS16 x0,ImS16 x1,ImS16 y0,ImS16 y1); +CIMGUI_API ImU16 ImPlot_ImRemap_U16(ImU16 x,ImU16 x0,ImU16 x1,ImU16 y0,ImU16 y1); +CIMGUI_API ImS32 ImPlot_ImRemap_S32(ImS32 x,ImS32 x0,ImS32 x1,ImS32 y0,ImS32 y1); +CIMGUI_API ImU32 ImPlot_ImRemap_U32(ImU32 x,ImU32 x0,ImU32 x1,ImU32 y0,ImU32 y1); +CIMGUI_API ImS64 ImPlot_ImRemap_S64(ImS64 x,ImS64 x0,ImS64 x1,ImS64 y0,ImS64 y1); +CIMGUI_API ImU64 ImPlot_ImRemap_U64(ImU64 x,ImU64 x0,ImU64 x1,ImU64 y0,ImU64 y1); +CIMGUI_API float ImPlot_ImRemap01_Float(float x,float x0,float x1); +CIMGUI_API double ImPlot_ImRemap01_double(double x,double x0,double x1); +CIMGUI_API ImS8 ImPlot_ImRemap01_S8(ImS8 x,ImS8 x0,ImS8 x1); +CIMGUI_API ImU8 ImPlot_ImRemap01_U8(ImU8 x,ImU8 x0,ImU8 x1); +CIMGUI_API ImS16 ImPlot_ImRemap01_S16(ImS16 x,ImS16 x0,ImS16 x1); +CIMGUI_API ImU16 ImPlot_ImRemap01_U16(ImU16 x,ImU16 x0,ImU16 x1); +CIMGUI_API ImS32 ImPlot_ImRemap01_S32(ImS32 x,ImS32 x0,ImS32 x1); +CIMGUI_API ImU32 ImPlot_ImRemap01_U32(ImU32 x,ImU32 x0,ImU32 x1); +CIMGUI_API ImS64 ImPlot_ImRemap01_S64(ImS64 x,ImS64 x0,ImS64 x1); +CIMGUI_API ImU64 ImPlot_ImRemap01_U64(ImU64 x,ImU64 x0,ImU64 x1); +CIMGUI_API int ImPlot_ImPosMod(int l,int r); +CIMGUI_API bool ImPlot_ImNan(double val); +CIMGUI_API bool ImPlot_ImNanOrInf(double val); +CIMGUI_API double ImPlot_ImConstrainNan(double val); +CIMGUI_API double ImPlot_ImConstrainInf(double val); +CIMGUI_API double ImPlot_ImConstrainLog(double val); +CIMGUI_API double ImPlot_ImConstrainTime(double val); +CIMGUI_API bool ImPlot_ImAlmostEqual(double v1,double v2,int ulp); +CIMGUI_API float ImPlot_ImMinArray_FloatPtr(const float* values,int count); +CIMGUI_API double ImPlot_ImMinArray_doublePtr(const double* values,int count); +CIMGUI_API ImS8 ImPlot_ImMinArray_S8Ptr(const ImS8* values,int count); +CIMGUI_API ImU8 ImPlot_ImMinArray_U8Ptr(const ImU8* values,int count); +CIMGUI_API ImS16 ImPlot_ImMinArray_S16Ptr(const ImS16* values,int count); +CIMGUI_API ImU16 ImPlot_ImMinArray_U16Ptr(const ImU16* values,int count); +CIMGUI_API ImS32 ImPlot_ImMinArray_S32Ptr(const ImS32* values,int count); +CIMGUI_API ImU32 ImPlot_ImMinArray_U32Ptr(const ImU32* values,int count); +CIMGUI_API ImS64 ImPlot_ImMinArray_S64Ptr(const ImS64* values,int count); +CIMGUI_API ImU64 ImPlot_ImMinArray_U64Ptr(const ImU64* values,int count); +CIMGUI_API float ImPlot_ImMaxArray_FloatPtr(const float* values,int count); +CIMGUI_API double ImPlot_ImMaxArray_doublePtr(const double* values,int count); +CIMGUI_API ImS8 ImPlot_ImMaxArray_S8Ptr(const ImS8* values,int count); +CIMGUI_API ImU8 ImPlot_ImMaxArray_U8Ptr(const ImU8* values,int count); +CIMGUI_API ImS16 ImPlot_ImMaxArray_S16Ptr(const ImS16* values,int count); +CIMGUI_API ImU16 ImPlot_ImMaxArray_U16Ptr(const ImU16* values,int count); +CIMGUI_API ImS32 ImPlot_ImMaxArray_S32Ptr(const ImS32* values,int count); +CIMGUI_API ImU32 ImPlot_ImMaxArray_U32Ptr(const ImU32* values,int count); +CIMGUI_API ImS64 ImPlot_ImMaxArray_S64Ptr(const ImS64* values,int count); +CIMGUI_API ImU64 ImPlot_ImMaxArray_U64Ptr(const ImU64* values,int count); +CIMGUI_API void ImPlot_ImMinMaxArray_FloatPtr(const float* values,int count,float* min_out,float* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_doublePtr(const double* values,int count,double* min_out,double* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_S8Ptr(const ImS8* values,int count,ImS8* min_out,ImS8* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_U8Ptr(const ImU8* values,int count,ImU8* min_out,ImU8* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_S16Ptr(const ImS16* values,int count,ImS16* min_out,ImS16* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_U16Ptr(const ImU16* values,int count,ImU16* min_out,ImU16* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_S32Ptr(const ImS32* values,int count,ImS32* min_out,ImS32* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_U32Ptr(const ImU32* values,int count,ImU32* min_out,ImU32* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_S64Ptr(const ImS64* values,int count,ImS64* min_out,ImS64* max_out); +CIMGUI_API void ImPlot_ImMinMaxArray_U64Ptr(const ImU64* values,int count,ImU64* min_out,ImU64* max_out); +CIMGUI_API float ImPlot_ImSum_FloatPtr(const float* values,int count); +CIMGUI_API double ImPlot_ImSum_doublePtr(const double* values,int count); +CIMGUI_API ImS8 ImPlot_ImSum_S8Ptr(const ImS8* values,int count); +CIMGUI_API ImU8 ImPlot_ImSum_U8Ptr(const ImU8* values,int count); +CIMGUI_API ImS16 ImPlot_ImSum_S16Ptr(const ImS16* values,int count); +CIMGUI_API ImU16 ImPlot_ImSum_U16Ptr(const ImU16* values,int count); +CIMGUI_API ImS32 ImPlot_ImSum_S32Ptr(const ImS32* values,int count); +CIMGUI_API ImU32 ImPlot_ImSum_U32Ptr(const ImU32* values,int count); +CIMGUI_API ImS64 ImPlot_ImSum_S64Ptr(const ImS64* values,int count); +CIMGUI_API ImU64 ImPlot_ImSum_U64Ptr(const ImU64* values,int count); +CIMGUI_API double ImPlot_ImMean_FloatPtr(const float* values,int count); +CIMGUI_API double ImPlot_ImMean_doublePtr(const double* values,int count); +CIMGUI_API double ImPlot_ImMean_S8Ptr(const ImS8* values,int count); +CIMGUI_API double ImPlot_ImMean_U8Ptr(const ImU8* values,int count); +CIMGUI_API double ImPlot_ImMean_S16Ptr(const ImS16* values,int count); +CIMGUI_API double ImPlot_ImMean_U16Ptr(const ImU16* values,int count); +CIMGUI_API double ImPlot_ImMean_S32Ptr(const ImS32* values,int count); +CIMGUI_API double ImPlot_ImMean_U32Ptr(const ImU32* values,int count); +CIMGUI_API double ImPlot_ImMean_S64Ptr(const ImS64* values,int count); +CIMGUI_API double ImPlot_ImMean_U64Ptr(const ImU64* values,int count); +CIMGUI_API double ImPlot_ImStdDev_FloatPtr(const float* values,int count); +CIMGUI_API double ImPlot_ImStdDev_doublePtr(const double* values,int count); +CIMGUI_API double ImPlot_ImStdDev_S8Ptr(const ImS8* values,int count); +CIMGUI_API double ImPlot_ImStdDev_U8Ptr(const ImU8* values,int count); +CIMGUI_API double ImPlot_ImStdDev_S16Ptr(const ImS16* values,int count); +CIMGUI_API double ImPlot_ImStdDev_U16Ptr(const ImU16* values,int count); +CIMGUI_API double ImPlot_ImStdDev_S32Ptr(const ImS32* values,int count); +CIMGUI_API double ImPlot_ImStdDev_U32Ptr(const ImU32* values,int count); +CIMGUI_API double ImPlot_ImStdDev_S64Ptr(const ImS64* values,int count); +CIMGUI_API double ImPlot_ImStdDev_U64Ptr(const ImU64* values,int count); +CIMGUI_API ImU32 ImPlot_ImMixU32(ImU32 a,ImU32 b,ImU32 s); +CIMGUI_API ImU32 ImPlot_ImLerpU32(const ImU32* colors,int size,float t); +CIMGUI_API ImU32 ImPlot_ImAlphaU32(ImU32 col,float alpha); +CIMGUI_API bool ImPlot_ImOverlaps_Float(float min_a,float max_a,float min_b,float max_b); +CIMGUI_API bool ImPlot_ImOverlaps_double(double min_a,double max_a,double min_b,double max_b); +CIMGUI_API bool ImPlot_ImOverlaps_S8(ImS8 min_a,ImS8 max_a,ImS8 min_b,ImS8 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_U8(ImU8 min_a,ImU8 max_a,ImU8 min_b,ImU8 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_S16(ImS16 min_a,ImS16 max_a,ImS16 min_b,ImS16 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_U16(ImU16 min_a,ImU16 max_a,ImU16 min_b,ImU16 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_S32(ImS32 min_a,ImS32 max_a,ImS32 min_b,ImS32 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_U32(ImU32 min_a,ImU32 max_a,ImU32 min_b,ImU32 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_S64(ImS64 min_a,ImS64 max_a,ImS64 min_b,ImS64 max_b); +CIMGUI_API bool ImPlot_ImOverlaps_U64(ImU64 min_a,ImU64 max_a,ImU64 min_b,ImU64 max_b); +CIMGUI_API ImPlotDateTimeSpec* ImPlotDateTimeSpec_ImPlotDateTimeSpec_Nil(void); +CIMGUI_API void ImPlotDateTimeSpec_destroy(ImPlotDateTimeSpec* self); +CIMGUI_API ImPlotDateTimeSpec* ImPlotDateTimeSpec_ImPlotDateTimeSpec_PlotDateFmt(ImPlotDateFmt date_fmt,ImPlotTimeFmt time_fmt,bool use_24_hr_clk,bool use_iso_8601); +CIMGUI_API ImPlotTime* ImPlotTime_ImPlotTime_Nil(void); +CIMGUI_API void ImPlotTime_destroy(ImPlotTime* self); +CIMGUI_API ImPlotTime* ImPlotTime_ImPlotTime_time_t(time_t s,int us); +CIMGUI_API void ImPlotTime_RollOver(ImPlotTime* self); +CIMGUI_API double ImPlotTime_ToDouble(ImPlotTime* self); +CIMGUI_API void ImPlotTime_FromDouble(ImPlotTime *pOut,double t); +CIMGUI_API ImPlotColormapData* ImPlotColormapData_ImPlotColormapData(void); +CIMGUI_API void ImPlotColormapData_destroy(ImPlotColormapData* self); +CIMGUI_API int ImPlotColormapData_Append(ImPlotColormapData* self,const char* name,const ImU32* keys,int count,bool qual); +CIMGUI_API void ImPlotColormapData__AppendTable(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API void ImPlotColormapData_RebuildTables(ImPlotColormapData* self); +CIMGUI_API bool ImPlotColormapData_IsQual(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API const char* ImPlotColormapData_GetName(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API ImPlotColormap ImPlotColormapData_GetIndex(ImPlotColormapData* self,const char* name); +CIMGUI_API const ImU32* ImPlotColormapData_GetKeys(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API int ImPlotColormapData_GetKeyCount(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API ImU32 ImPlotColormapData_GetKeyColor(ImPlotColormapData* self,ImPlotColormap cmap,int idx); +CIMGUI_API void ImPlotColormapData_SetKeyColor(ImPlotColormapData* self,ImPlotColormap cmap,int idx,ImU32 value); +CIMGUI_API const ImU32* ImPlotColormapData_GetTable(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API int ImPlotColormapData_GetTableSize(ImPlotColormapData* self,ImPlotColormap cmap); +CIMGUI_API ImU32 ImPlotColormapData_GetTableColor(ImPlotColormapData* self,ImPlotColormap cmap,int idx); +CIMGUI_API ImU32 ImPlotColormapData_LerpTable(ImPlotColormapData* self,ImPlotColormap cmap,float t); +CIMGUI_API ImPlotPointError* ImPlotPointError_ImPlotPointError(double x,double y,double neg,double pos); +CIMGUI_API void ImPlotPointError_destroy(ImPlotPointError* self); +CIMGUI_API ImPlotAnnotation* ImPlotAnnotation_ImPlotAnnotation(void); +CIMGUI_API void ImPlotAnnotation_destroy(ImPlotAnnotation* self); +CIMGUI_API ImPlotAnnotationCollection* ImPlotAnnotationCollection_ImPlotAnnotationCollection(void); +CIMGUI_API void ImPlotAnnotationCollection_destroy(ImPlotAnnotationCollection* self); +CIMGUI_API void ImPlotAnnotationCollection_AppendV(ImPlotAnnotationCollection* self,const ImVec2 pos,const ImVec2 off,ImU32 bg,ImU32 fg,bool clamp,const char* fmt,va_list args); +CIMGUI_API void ImPlotAnnotationCollection_Append(ImPlotAnnotationCollection* self,const ImVec2 pos,const ImVec2 off,ImU32 bg,ImU32 fg,bool clamp,const char* fmt,...); +CIMGUI_API const char* ImPlotAnnotationCollection_GetText(ImPlotAnnotationCollection* self,int idx); +CIMGUI_API void ImPlotAnnotationCollection_Reset(ImPlotAnnotationCollection* self); +CIMGUI_API ImPlotTagCollection* ImPlotTagCollection_ImPlotTagCollection(void); +CIMGUI_API void ImPlotTagCollection_destroy(ImPlotTagCollection* self); +CIMGUI_API void ImPlotTagCollection_AppendV(ImPlotTagCollection* self,ImAxis axis,double value,ImU32 bg,ImU32 fg,const char* fmt,va_list args); +CIMGUI_API void ImPlotTagCollection_Append(ImPlotTagCollection* self,ImAxis axis,double value,ImU32 bg,ImU32 fg,const char* fmt,...); +CIMGUI_API const char* ImPlotTagCollection_GetText(ImPlotTagCollection* self,int idx); +CIMGUI_API void ImPlotTagCollection_Reset(ImPlotTagCollection* self); +CIMGUI_API ImPlotTick* ImPlotTick_ImPlotTick(double value,bool major,int level,bool show_label); +CIMGUI_API void ImPlotTick_destroy(ImPlotTick* self); +CIMGUI_API ImPlotTicker* ImPlotTicker_ImPlotTicker(void); +CIMGUI_API void ImPlotTicker_destroy(ImPlotTicker* self); +CIMGUI_API ImPlotTick* ImPlotTicker_AddTick_doubleStr(ImPlotTicker* self,double value,bool major,int level,bool show_label,const char* label); +CIMGUI_API ImPlotTick* ImPlotTicker_AddTick_doublePlotFormatter(ImPlotTicker* self,double value,bool major,int level,bool show_label,ImPlotFormatter formatter,void* data); +CIMGUI_API ImPlotTick* ImPlotTicker_AddTick_PlotTick(ImPlotTicker* self,ImPlotTick tick); +CIMGUI_API const char* ImPlotTicker_GetText_Int(ImPlotTicker* self,int idx); +CIMGUI_API const char* ImPlotTicker_GetText_PlotTick(ImPlotTicker* self,const ImPlotTick tick); +CIMGUI_API void ImPlotTicker_OverrideSizeLate(ImPlotTicker* self,const ImVec2 size); +CIMGUI_API void ImPlotTicker_Reset(ImPlotTicker* self); +CIMGUI_API int ImPlotTicker_TickCount(ImPlotTicker* self); +CIMGUI_API ImPlotAxis* ImPlotAxis_ImPlotAxis(void); +CIMGUI_API void ImPlotAxis_destroy(ImPlotAxis* self); +CIMGUI_API void ImPlotAxis_Reset(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_SetMin(ImPlotAxis* self,double _min,bool force); +CIMGUI_API bool ImPlotAxis_SetMax(ImPlotAxis* self,double _max,bool force); +CIMGUI_API void ImPlotAxis_SetRange_double(ImPlotAxis* self,double v1,double v2); +CIMGUI_API void ImPlotAxis_SetRange_PlotRange(ImPlotAxis* self,const ImPlotRange range); +CIMGUI_API void ImPlotAxis_SetAspect(ImPlotAxis* self,double unit_per_pix); +CIMGUI_API float ImPlotAxis_PixelSize(ImPlotAxis* self); +CIMGUI_API double ImPlotAxis_GetAspect(ImPlotAxis* self); +CIMGUI_API void ImPlotAxis_Constrain(ImPlotAxis* self); +CIMGUI_API void ImPlotAxis_UpdateTransformCache(ImPlotAxis* self); +CIMGUI_API float ImPlotAxis_PlotToPixels(ImPlotAxis* self,double plt); +CIMGUI_API double ImPlotAxis_PixelsToPlot(ImPlotAxis* self,float pix); +CIMGUI_API void ImPlotAxis_ExtendFit(ImPlotAxis* self,double v); +CIMGUI_API void ImPlotAxis_ExtendFitWith(ImPlotAxis* self,ImPlotAxis* alt,double v,double v_alt); +CIMGUI_API void ImPlotAxis_ApplyFit(ImPlotAxis* self,float padding); +CIMGUI_API bool ImPlotAxis_HasLabel(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_HasGridLines(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_HasTickLabels(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_HasTickMarks(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_WillRender(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsOpposite(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsInverted(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsForeground(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsAutoFitting(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_CanInitFit(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsRangeLocked(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsLockedMin(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsLockedMax(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsLocked(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsInputLockedMin(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsInputLockedMax(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsInputLocked(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_HasMenus(ImPlotAxis* self); +CIMGUI_API bool ImPlotAxis_IsPanLocked(ImPlotAxis* self,bool increasing); +CIMGUI_API void ImPlotAxis_PushLinks(ImPlotAxis* self); +CIMGUI_API void ImPlotAxis_PullLinks(ImPlotAxis* self); +CIMGUI_API ImPlotAlignmentData* ImPlotAlignmentData_ImPlotAlignmentData(void); +CIMGUI_API void ImPlotAlignmentData_destroy(ImPlotAlignmentData* self); +CIMGUI_API void ImPlotAlignmentData_Begin(ImPlotAlignmentData* self); +CIMGUI_API void ImPlotAlignmentData_Update(ImPlotAlignmentData* self,float* pad_a,float* pad_b,float* delta_a,float* delta_b); +CIMGUI_API void ImPlotAlignmentData_End(ImPlotAlignmentData* self); +CIMGUI_API void ImPlotAlignmentData_Reset(ImPlotAlignmentData* self); +CIMGUI_API ImPlotItem* ImPlotItem_ImPlotItem(void); +CIMGUI_API void ImPlotItem_destroy(ImPlotItem* self); +CIMGUI_API ImPlotLegend* ImPlotLegend_ImPlotLegend(void); +CIMGUI_API void ImPlotLegend_destroy(ImPlotLegend* self); +CIMGUI_API void ImPlotLegend_Reset(ImPlotLegend* self); +CIMGUI_API ImPlotItemGroup* ImPlotItemGroup_ImPlotItemGroup(void); +CIMGUI_API void ImPlotItemGroup_destroy(ImPlotItemGroup* self); +CIMGUI_API int ImPlotItemGroup_GetItemCount(ImPlotItemGroup* self); +CIMGUI_API ImGuiID ImPlotItemGroup_GetItemID(ImPlotItemGroup* self,const char* label_id); +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetItem_ID(ImPlotItemGroup* self,ImGuiID id); +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetItem_Str(ImPlotItemGroup* self,const char* label_id); +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetOrAddItem(ImPlotItemGroup* self,ImGuiID id); +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetItemByIndex(ImPlotItemGroup* self,int i); +CIMGUI_API int ImPlotItemGroup_GetItemIndex(ImPlotItemGroup* self,ImPlotItem* item); +CIMGUI_API int ImPlotItemGroup_GetLegendCount(ImPlotItemGroup* self); +CIMGUI_API ImPlotItem* ImPlotItemGroup_GetLegendItem(ImPlotItemGroup* self,int i); +CIMGUI_API const char* ImPlotItemGroup_GetLegendLabel(ImPlotItemGroup* self,int i); +CIMGUI_API void ImPlotItemGroup_Reset(ImPlotItemGroup* self); +CIMGUI_API ImPlotPlot* ImPlotPlot_ImPlotPlot(void); +CIMGUI_API void ImPlotPlot_destroy(ImPlotPlot* self); +CIMGUI_API bool ImPlotPlot_IsInputLocked(ImPlotPlot* self); +CIMGUI_API void ImPlotPlot_ClearTextBuffer(ImPlotPlot* self); +CIMGUI_API void ImPlotPlot_SetTitle(ImPlotPlot* self,const char* title); +CIMGUI_API bool ImPlotPlot_HasTitle(ImPlotPlot* self); +CIMGUI_API const char* ImPlotPlot_GetTitle(ImPlotPlot* self); +CIMGUI_API ImPlotAxis* ImPlotPlot_XAxis_Nil(ImPlotPlot* self,int i); +CIMGUI_API const ImPlotAxis* ImPlotPlot_XAxis__const(ImPlotPlot* self,int i); +CIMGUI_API ImPlotAxis* ImPlotPlot_YAxis_Nil(ImPlotPlot* self,int i); +CIMGUI_API const ImPlotAxis* ImPlotPlot_YAxis__const(ImPlotPlot* self,int i); +CIMGUI_API int ImPlotPlot_EnabledAxesX(ImPlotPlot* self); +CIMGUI_API int ImPlotPlot_EnabledAxesY(ImPlotPlot* self); +CIMGUI_API void ImPlotPlot_SetAxisLabel(ImPlotPlot* self,ImPlotAxis* axis,const char* label); +CIMGUI_API const char* ImPlotPlot_GetAxisLabel(ImPlotPlot* self,const ImPlotAxis axis); +CIMGUI_API ImPlotSubplot* ImPlotSubplot_ImPlotSubplot(void); +CIMGUI_API void ImPlotSubplot_destroy(ImPlotSubplot* self); +CIMGUI_API ImPlotNextPlotData* ImPlotNextPlotData_ImPlotNextPlotData(void); +CIMGUI_API void ImPlotNextPlotData_destroy(ImPlotNextPlotData* self); +CIMGUI_API void ImPlotNextPlotData_Reset(ImPlotNextPlotData* self); +CIMGUI_API ImPlotNextItemData* ImPlotNextItemData_ImPlotNextItemData(void); +CIMGUI_API void ImPlotNextItemData_destroy(ImPlotNextItemData* self); +CIMGUI_API void ImPlotNextItemData_Reset(ImPlotNextItemData* self); +CIMGUI_API void ImPlot_Initialize(ImPlotContext* ctx); +CIMGUI_API void ImPlot_ResetCtxForNextPlot(ImPlotContext* ctx); +CIMGUI_API void ImPlot_ResetCtxForNextAlignedPlots(ImPlotContext* ctx); +CIMGUI_API void ImPlot_ResetCtxForNextSubplot(ImPlotContext* ctx); +CIMGUI_API ImPlotPlot* ImPlot_GetPlot(const char* title); +CIMGUI_API ImPlotPlot* ImPlot_GetCurrentPlot(void); +CIMGUI_API void ImPlot_BustPlotCache(void); +CIMGUI_API void ImPlot_ShowPlotContextMenu(ImPlotPlot* plot); +CIMGUI_API void ImPlot_SetupLock(void); +CIMGUI_API void ImPlot_SubplotNextCell(void); +CIMGUI_API void ImPlot_ShowSubplotsContextMenu(ImPlotSubplot* subplot); +CIMGUI_API bool ImPlot_BeginItem(const char* label_id,ImPlotItemFlags flags,ImPlotCol recolor_from); +CIMGUI_API void ImPlot_EndItem(void); +CIMGUI_API ImPlotItem* ImPlot_RegisterOrGetItem(const char* label_id,ImPlotItemFlags flags,bool* just_created); +CIMGUI_API ImPlotItem* ImPlot_GetItem(const char* label_id); +CIMGUI_API ImPlotItem* ImPlot_GetCurrentItem(void); +CIMGUI_API void ImPlot_BustItemCache(void); +CIMGUI_API bool ImPlot_AnyAxesInputLocked(ImPlotAxis* axes,int count); +CIMGUI_API bool ImPlot_AllAxesInputLocked(ImPlotAxis* axes,int count); +CIMGUI_API bool ImPlot_AnyAxesHeld(ImPlotAxis* axes,int count); +CIMGUI_API bool ImPlot_AnyAxesHovered(ImPlotAxis* axes,int count); +CIMGUI_API bool ImPlot_FitThisFrame(void); +CIMGUI_API void ImPlot_FitPointX(double x); +CIMGUI_API void ImPlot_FitPointY(double y); +CIMGUI_API void ImPlot_FitPoint(const ImPlotPoint p); +CIMGUI_API bool ImPlot_RangesOverlap(const ImPlotRange r1,const ImPlotRange r2); +CIMGUI_API void ImPlot_ShowAxisContextMenu(ImPlotAxis* axis,ImPlotAxis* equal_axis,bool time_allowed); +CIMGUI_API void ImPlot_GetLocationPos(ImVec2 *pOut,const ImRect outer_rect,const ImVec2 inner_size,ImPlotLocation location,const ImVec2 pad); +CIMGUI_API void ImPlot_CalcLegendSize(ImVec2 *pOut,ImPlotItemGroup* items,const ImVec2 pad,const ImVec2 spacing,bool vertical); +CIMGUI_API bool ImPlot_ClampLegendRect(ImRect* legend_rect,const ImRect outer_rect,const ImVec2 pad); +CIMGUI_API bool ImPlot_ShowLegendEntries(ImPlotItemGroup* items,const ImRect legend_bb,bool interactable,const ImVec2 pad,const ImVec2 spacing,bool vertical,ImDrawList* DrawList); +CIMGUI_API void ImPlot_ShowAltLegend(const char* title_id,bool vertical,const ImVec2 size,bool interactable); +CIMGUI_API bool ImPlot_ShowLegendContextMenu(ImPlotLegend* legend,bool visible); +CIMGUI_API void ImPlot_LabelAxisValue(const ImPlotAxis axis,double value,char* buff,int size,bool round); +CIMGUI_API const ImPlotNextItemData* ImPlot_GetItemData(void); +CIMGUI_API bool ImPlot_IsColorAuto_Vec4(const ImVec4 col); +CIMGUI_API bool ImPlot_IsColorAuto_PlotCol(ImPlotCol idx); +CIMGUI_API void ImPlot_GetAutoColor(ImVec4 *pOut,ImPlotCol idx); +CIMGUI_API void ImPlot_GetStyleColorVec4(ImVec4 *pOut,ImPlotCol idx); +CIMGUI_API ImU32 ImPlot_GetStyleColorU32(ImPlotCol idx); +CIMGUI_API void ImPlot_AddTextVertical(ImDrawList* DrawList,ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImPlot_AddTextCentered(ImDrawList* DrawList,ImVec2 top_center,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImPlot_CalcTextSizeVertical(ImVec2 *pOut,const char* text); +CIMGUI_API ImU32 ImPlot_CalcTextColor_Vec4(const ImVec4 bg); +CIMGUI_API ImU32 ImPlot_CalcTextColor_U32(ImU32 bg); +CIMGUI_API ImU32 ImPlot_CalcHoverColor(ImU32 col); +CIMGUI_API void ImPlot_ClampLabelPos(ImVec2 *pOut,ImVec2 pos,const ImVec2 size,const ImVec2 Min,const ImVec2 Max); +CIMGUI_API ImU32 ImPlot_GetColormapColorU32(int idx,ImPlotColormap cmap); +CIMGUI_API ImU32 ImPlot_NextColormapColorU32(void); +CIMGUI_API ImU32 ImPlot_SampleColormapU32(float t,ImPlotColormap cmap); +CIMGUI_API void ImPlot_RenderColorBar(const ImU32* colors,int size,ImDrawList* DrawList,const ImRect bounds,bool vert,bool reversed,bool continuous); +CIMGUI_API double ImPlot_NiceNum(double x,bool round); +CIMGUI_API int ImPlot_OrderOfMagnitude(double val); +CIMGUI_API int ImPlot_OrderToPrecision(int order); +CIMGUI_API int ImPlot_Precision(double val); +CIMGUI_API double ImPlot_RoundTo(double val,int prec); +CIMGUI_API void ImPlot_Intersection(ImVec2 *pOut,const ImVec2 a1,const ImVec2 a2,const ImVec2 b1,const ImVec2 b2); +CIMGUI_API void ImPlot_FillRange_Vector_Float_Ptr(ImVector_float * buffer,int n,float vmin,float vmax); +CIMGUI_API void ImPlot_FillRange_Vector_double_Ptr(ImVector_double * buffer,int n,double vmin,double vmax); +CIMGUI_API void ImPlot_FillRange_Vector_S8_Ptr(ImVector_ImS8 * buffer,int n,ImS8 vmin,ImS8 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_U8_Ptr(ImVector_ImU8 * buffer,int n,ImU8 vmin,ImU8 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_S16_Ptr(ImVector_ImS16 * buffer,int n,ImS16 vmin,ImS16 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_U16_Ptr(ImVector_ImU16 * buffer,int n,ImU16 vmin,ImU16 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_S32_Ptr(ImVector_ImS32 * buffer,int n,ImS32 vmin,ImS32 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_U32_Ptr(ImVector_ImU32 * buffer,int n,ImU32 vmin,ImU32 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_S64_Ptr(ImVector_ImS64 * buffer,int n,ImS64 vmin,ImS64 vmax); +CIMGUI_API void ImPlot_FillRange_Vector_U64_Ptr(ImVector_ImU64 * buffer,int n,ImU64 vmin,ImU64 vmax); +CIMGUI_API void ImPlot_CalculateBins_FloatPtr(const float* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_doublePtr(const double* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_S8Ptr(const ImS8* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_U8Ptr(const ImU8* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_S16Ptr(const ImS16* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_U16Ptr(const ImU16* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_S32Ptr(const ImS32* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_U32Ptr(const ImU32* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_S64Ptr(const ImS64* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API void ImPlot_CalculateBins_U64Ptr(const ImU64* values,int count,ImPlotBin meth,const ImPlotRange range,int* bins_out,double* width_out); +CIMGUI_API bool ImPlot_IsLeapYear(int year); +CIMGUI_API int ImPlot_GetDaysInMonth(int year,int month); +CIMGUI_API void ImPlot_MkGmtTime(ImPlotTime *pOut,struct tm* ptm); +CIMGUI_API tm* ImPlot_GetGmtTime(const ImPlotTime t,tm* ptm); +CIMGUI_API void ImPlot_MkLocTime(ImPlotTime *pOut,struct tm* ptm); +CIMGUI_API tm* ImPlot_GetLocTime(const ImPlotTime t,tm* ptm); +CIMGUI_API void ImPlot_MakeTime(ImPlotTime *pOut,int year,int month,int day,int hour,int min,int sec,int us); +CIMGUI_API int ImPlot_GetYear(const ImPlotTime t); +CIMGUI_API void ImPlot_AddTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit,int count); +CIMGUI_API void ImPlot_FloorTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit); +CIMGUI_API void ImPlot_CeilTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit); +CIMGUI_API void ImPlot_RoundTime(ImPlotTime *pOut,const ImPlotTime t,ImPlotTimeUnit unit); +CIMGUI_API void ImPlot_CombineDateTime(ImPlotTime *pOut,const ImPlotTime date_part,const ImPlotTime time_part); +CIMGUI_API int ImPlot_FormatTime(const ImPlotTime t,char* buffer,int size,ImPlotTimeFmt fmt,bool use_24_hr_clk); +CIMGUI_API int ImPlot_FormatDate(const ImPlotTime t,char* buffer,int size,ImPlotDateFmt fmt,bool use_iso_8601); +CIMGUI_API int ImPlot_FormatDateTime(const ImPlotTime t,char* buffer,int size,ImPlotDateTimeSpec fmt); +CIMGUI_API bool ImPlot_ShowDatePicker(const char* id,int* level,ImPlotTime* t,const ImPlotTime* t1,const ImPlotTime* t2); +CIMGUI_API bool ImPlot_ShowTimePicker(const char* id,ImPlotTime* t); +CIMGUI_API double ImPlot_TransformForward_Log10(double v,void* noname1); +CIMGUI_API double ImPlot_TransformInverse_Log10(double v,void* noname1); +CIMGUI_API double ImPlot_TransformForward_SymLog(double v,void* noname1); +CIMGUI_API double ImPlot_TransformInverse_SymLog(double v,void* noname1); +CIMGUI_API double ImPlot_TransformForward_Logit(double v,void* noname1); +CIMGUI_API double ImPlot_TransformInverse_Logit(double v,void* noname1); +CIMGUI_API int ImPlot_Formatter_Default(double value,char* buff,int size,void* data); +CIMGUI_API int ImPlot_Formatter_Logit(double value,char* buff,int size,void* noname1); +CIMGUI_API int ImPlot_Formatter_Time(double noname1,char* buff,int size,void* data); +CIMGUI_API void ImPlot_Locator_Default(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data); +CIMGUI_API void ImPlot_Locator_Time(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data); +CIMGUI_API void ImPlot_Locator_Log10(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data); +CIMGUI_API void ImPlot_Locator_SymLog(ImPlotTicker* ticker,const ImPlotRange range,float pixels,bool vertical,ImPlotFormatter formatter,void* formatter_data); + + + +#endif //CIMGUIPLOT_INCLUDED + + + + diff --git a/lib/cimgui/cimplot/implot/LICENSE b/lib/cimgui/cimplot/implot/LICENSE new file mode 100644 index 0000000..3995ef7 --- /dev/null +++ b/lib/cimgui/cimplot/implot/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2020 Evan Pezent + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/lib/cimgui/cimplot/implot/README.md b/lib/cimgui/cimplot/implot/README.md new file mode 100644 index 0000000..7e47fd2 --- /dev/null +++ b/lib/cimgui/cimplot/implot/README.md @@ -0,0 +1,178 @@ +# ImPlot +ImPlot is an immediate mode, GPU accelerated plotting library for [Dear ImGui](https://github.com/ocornut/imgui). It aims to provide a first-class API that ImGui fans will love. ImPlot is well suited for visualizing program data in real-time or creating interactive plots, and requires minimal code to integrate. Just like ImGui, it does not burden the end user with GUI state management, avoids STL containers and C++ headers, and has no external dependencies except for ImGui itself. + + + + + + + + + + + + +## Features + +- GPU accelerated rendering +- multiple plot types: + - line plots + - shaded plots + - scatter plots + - vertical/horizontal/stacked bars graphs + - vertical/horizontal error bars + - stem plots + - stair plots + - pie charts + - heatmap charts + - 1D/2D histograms + - images + - and more likely to come +- mix/match multiple plot items on a single plot +- configurable axes ranges and scaling (linear/log) +- subplots +- time formatted x-axes (US formatted or ISO 8601) +- reversible and lockable axes +- multiple x-axes and y-axes +- controls for zooming, panning, box selection, and auto-fitting data +- controls for creating persistent query ranges (see demo) +- several plot styling options: 10 marker types, adjustable marker sizes, line weights, outline colors, fill colors, etc. +- 16 built-in colormaps and support for and user-added colormaps +- optional plot titles, axis labels, and grid labels +- optional and configurable legends with toggle buttons to quickly show/hide plot items +- default styling based on current ImGui theme, or completely custom plot styles +- customizable data getters and data striding (just like ImGui:PlotLine) +- accepts data as float, double, and 8, 16, 32, and 64-bit signed/unsigned integral types +- and more! (see Announcements [2022](https://github.com/epezent/implot/discussions/370)/[2021](https://github.com/epezent/implot/issues/168)/[2020](https://github.com/epezent/implot/issues/48)) + +## Usage + +The API is used just like any other ImGui `BeginX`/`EndX` pair. First, start a new plot with `ImPlot::BeginPlot()`. Next, plot as many items as you want with the provided `PlotX` functions (e.g. `PlotLine()`, `PlotBars()`, `PlotScatter()`, etc). Finally, wrap things up with a call to `ImPlot::EndPlot()`. That's it! + +```cpp +int bar_data[11] = ...; +float x_data[1000] = ...; +float y_data[1000] = ...; + +ImGui::Begin("My Window"); +if (ImPlot::BeginPlot("My Plot")) { + ImPlot::PlotBars("My Bar Plot", bar_data, 11); + ImPlot::PlotLine("My Line Plot", x_data, y_data, 1000); + ... + ImPlot::EndPlot(); +} +ImGui::End(); +``` + +![Usage](https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/example.PNG) + + +Of course, there's much more you can do with ImPlot... + +## Demos + +A comprehensive example of ImPlot's features can be found in `implot_demo.cpp`. Add this file to your sources and call `ImPlot::ShowDemoWindow()` somewhere in your update loop. You are encouraged to use this file as a reference when needing to implement various plot types. The demo is always updated to show new plot types and features as they are added, so check back with each release! + +An online version of the demo is hosted [here](https://traineq.org/implot_demo/src/implot_demo.html). You can view the plots and the source code that generated them. Note that this demo may not always be up to date and is not as performant as a desktop implementation, but it should give you a general taste of what's possible with ImPlot. Special thanks to [pthom](https://github.com/pthom) for creating and hosting this! + +More sophisticated demos requiring lengthier code and/or third-party libraries can be found in a separate repository: [implot_demos](https://github.com/epezent/implot_demos). Here, you will find advanced signal processing and ImPlot usage in action. Please read the `Contributing` section of that repository if you have an idea for a new demo! + +## Integration + +0) Set up an [ImGui](https://github.com/ocornut/imgui) environment if you don't already have one. +1) Add `implot.h`, `implot_internal.h`, `implot.cpp`, `implot_items.cpp` and optionally `implot_demo.cpp` to your sources. Alternatively, you can get ImPlot using [vcpkg](https://github.com/microsoft/vcpkg/tree/master/ports/implot). +2) Create and destroy an `ImPlotContext` wherever you do so for your `ImGuiContext`: + +```cpp +ImGui::CreateContext(); +ImPlot::CreateContext(); +... +ImPlot::DestroyContext(); +ImGui::DestroyContext(); +``` + +You should be good to go! + +## Installing ImPlot using vcpkg + +You can download and install ImPlot using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager: + +```bash +git clone https://github.com/Microsoft/vcpkg.git +cd vcpkg +./bootstrap-vcpkg.sh +./vcpkg integrate install +./vcpkg install implot +``` + +The ImPlot port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository. + +## Extremely Important Note + +Dear ImGui uses **16-bit indexing by default**, so high-density ImPlot widgets like `ImPlot::PlotHeatmap()` may produce too many vertices into `ImDrawList`, which causes an assertion failure and will result in data truncation and/or visual glitches. Therefore, it is **HIGHLY** recommended that you EITHER: + +- **Option 1:** Enable 32-bit indices by uncommenting `#define ImDrawIdx unsigned int` in your ImGui [`imconfig.h`](https://github.com/ocornut/imgui/blob/master/imconfig.h#L89) file. +- **Option 2:** Handle the `ImGuiBackendFlags_RendererHasVtxOffset` flag in your renderer if you must use 16-bit indices. Many of the default ImGui rendering backends already support `ImGuiBackendFlags_RendererHasVtxOffset`. Refer to [this issue](https://github.com/ocornut/imgui/issues/2591) for more information. + +## FAQ + +**Q: Why?** + +A: ImGui is an incredibly powerful tool for rapid prototyping and development, but provides only limited mechanisms for data visualization. Two dimensional plots are ubiquitous and useful to almost any application. Being able to visualize your data in real-time will give you insight and better understanding of your application. + +**Q: Is ImPlot the right plotting library for me?** + +A: If you're looking to generate publication quality plots and/or export plots to a file, ImPlot is NOT the library for you! ImPlot is geared toward plotting application data at realtime speeds with high levels of interactivity. ImPlot does its best to create pretty plots (indeed, there are quite a few styling options available), but it will always favor function over form. + +**Q: Where is the documentation?** + +A: The API is thoroughly commented in `implot.h`, and the demo in `implot_demo.cpp` should be more than enough to get you started. Also take a look at the [implot_demos](https://github.com/epezent/implot_demos) repository. + +**Q: Is ImPlot suitable for plotting large datasets?** + +A: Yes, within reason. You can plot tens to hundreds of thousands of points without issue, but don't expect millions to be a buttery smooth experience. That said, you can always downsample extremely large datasets by telling ImPlot to stride your data at larger intervals if needed. Also try the experimental `backends` branch which aims to provide GPU acceleration support. + +**Q: What data types can I plot?** + +A: ImPlot plotting functions accept most scalar types: +`float`, `double`, `int8`, `uint8`, `int16`, `uint16`, `int32`, `uint32`, `int64`, `uint64`. Arrays of custom structs or classes (e.g. `Vector2f` or similar) are easily passed to ImPlot functions using the built-in striding features (see `implot.h` for documentation), and many plotters provide a "getter" overload which accepts data generating callbacks. You can fully customize the list of accepted types by defining `IMPLOT_CUSTOM_NUMERIC_TYPES` at compile time: see doc in `implot_items.cpp`. + +**Q: Can plot styles be modified?** + +A: Yes. Data colormaps and various styling colors and variables can be pushed/popped or modified permanently on startup. Three default styles are available, as well as an automatic style that attempts to match you ImGui style. + +**Q: Does ImPlot support logarithmic scaling or time formatting?** + +A: Yep! Both logscale and timescale are supported. + +**Q: Does ImPlot support multiple y-axes? x-axes?** + +A: Yes. Up to three x-axes and three y-axes can be enabled. + +**Q: Does ImPlot support [insert plot type]?** + +A: Maybe. Check the demo, gallery, or Announcements ([2020](https://github.com/epezent/implot/issues/48)/[2021](https://github.com/epezent/implot/issues/168))to see if your desired plot type is shown. If not, consider submitting an issue or better yet, a PR! + +**Q: Does ImPlot support 3D plots?** + +A: No, and likely never will since ImGui only deals in 2D rendering. + +**Q: Does ImPlot provide analytic tools?** + +A: Not exactly, but it does give you the ability to query plot sub-ranges, with which you can process your data however you like. + +**Q: Can plots be exported/saved to image?** + +A: Not currently. Use your OS's screen capturing mechanisms if you need to capture a plot. ImPlot is not suitable for rendering publication quality plots; it is only intended to be used as a visualization tool. Post-process your data with MATLAB or matplotlib for these purposes. + +**Q: Why are my plot lines showing aliasing?** + +A: You probably need to enable `ImGuiStyle::AntiAliasedLinesUseTex` (or possibly `ImGuiStyle:AntiAliasedLines`). If those settings are already enabled, then you must ensure your backend supports texture based anti-aliasing (i.e. uses bilinear sampling). Most of the default ImGui backends support this feature out of the box. Learn more [here](https://github.com/ocornut/imgui/issues/3245). Alternatively, you can enable MSAA at the application level if your hardware supports it (4x should do). + +**Q: Can I compile ImPlot as a dynamic library?** + +A: Like ImGui, it is recommended that you compile and link ImPlot as a *static* library or directly as a part of your sources. However, if you must and are compiling ImPlot and ImGui as separate DLLs, make sure you set the current *ImGui* context with `ImPlot::SetImGuiContext(ImGuiContext* ctx)`. This ensures that global ImGui variables are correctly shared across the DLL boundary. + +**Q: Can ImPlot be used with other languages/bindings?** + +A: Yes, you can use the generated C binding, [cimplot](https://github.com/cimgui/cimplot) with most high level languages. [DearPyGui](https://github.com/hoffstadt/DearPyGui) provides a Python wrapper, among other things. [DearImGui/DearImPlot](https://github.com/aybe/DearImGui) provides bindings for .NET. [imgui-java](https://github.com/SpaiR/imgui-java) provides bindings for Java. [ImPlot.jl](https://github.com/wsphillips/ImPlot.jl) provides bindings for Julia. A Rust binding, [implot-rs](https://github.com/4bb4/implot-rs), is currently in the works. An example using Emscripten can be found [here](https://github.com/pthom/implot_demo). diff --git a/lib/cimgui/cimplot/implot/TODO.md b/lib/cimgui/cimplot/implot/TODO.md new file mode 100644 index 0000000..c640f03 --- /dev/null +++ b/lib/cimgui/cimplot/implot/TODO.md @@ -0,0 +1,102 @@ +The list below represents a combination of high-priority work, nice-to-have features, and random ideas. We make no guarantees that all of this work will be completed or even started. If you see something that you need or would like to have, let us know, or better yet consider submitting a PR for the feature. + +## API + +## Axes + +- add flag to remove weekends on Time axis +- pixel space scale (`ImPlotTransform_Display`), normalized space scale (`ImPlotTransform_Axes`), data space scale (`ImPlotTransform_Data`) +- make ImPlotFlags_Equal not a flag -> `SetupEqual(ImPlotAxis x, ImPlotAxis y)` +- allow inverted arguments `SetAxes` to transpose data? +- `SetupAxisColors()` +- `SetupAxisHome()` + +## Plot Items + +- add `PlotBubbles` (see MATLAB bubble chart) +- add non-zero references for `PlotBars` etc. +- add exploding to `PlotPieChart` (on hover-highlight?) +- fix appearance of `PlotBars` spacing + +## Styling + +- support gradient and/or colormap sampled fills (e.g. ImPlotFillStyle_) +- API for setting different fonts for plot elements + +## Colormaps + +- gradient editing tool +- `RemoveColormap` +- `enum ImPlotColorRule_ { Solid, Faded, XValue, YValue, ZValue }` + +## Legend + +- improve legend icons (e.g. adopt markers, gradients, etc) +- generalize legend rendering for plots and subplots +- add draggable scroll bar if users need it + +## Tools / Misc. + +- add `IsPlotChanging` to detect change in limits +- add ability to extend plot/axis context menus +- add LTTB downsampling for lines +- add box selection to axes +- first frame render delay might fix "fit pop" effect +- move some code to new `implot_tools.cpp` +- ColormapSlider (see metrics) +- FillAlpha should not affect markers? +- fix mouse text for time axes + +## Optimizations + +- find faster way to buffer data into ImDrawList (very slow) +- reduce number of calls to `PushClipRect` +- explore SIMD operations for high density plot items + +## Plotter Pipeline + +Ideally every `PlotX` function should use our faster rendering pipeline when it is applicable. + +` User Data > Getter > Fitter > Renderer > RenderPrimitives` + +|Plotter|Getter|Fitter|Renderer|RenderPrimitives| +|---|:-:|:-:|:-:|:-:| +|PlotLine|Yes|Yes|Yes|Yes| +|PlotScatter|Yes|Yes|Yes|Yes| +|PlotStairs|Yes|Yes|Yes|Yes| +|PlotShaded|Yes|Yes|Yes|Yes| +|PlotBars|Yes|Yes|Yes|Yes| +|PlotBarGroups|:|:|:|:| +|PlotHistogram|:|:|:|:| +|PlotErrorBars|Yes|Yes|No|No| +|PlotStems|Yes|Yes|Yes|Yes| +|PlotInfLines|Yes|Yes|Yes|Yes| +|PlotPieChart|No|No|No|No| +|PlotHeatmap|Yes|No|Yes|Mixed| +|PlotHistogram2D|:|:|:|:| +|PlotDigital|Yes|No|No|No| +|PlotImage|-|-|-|-| +|PlotText|-|-|-|-| +|PlotDummy|-|-|-|-| + +## Completed +- make BeginPlot take fewer args: +- make query a tool -> `DragRect` +- rework DragLine/Point to use ButtonBehavior +- add support for multiple x-axes and don't limit count to 3 +- make axis side configurable (top/left, right/bottom) via new flag `ImPlotAxisFlags_Opposite` +- add support for setting tick label strings via callback +- give each axis an ID, remove ad-hoc DND solution +- allow axis to be drag to opposite side (ala ImGui Table headers) +- legend items can be hovered even if plot is not +- fix frame delay on DragX tools +- remove tag from drag line/point -> add `Tag` tool +- add shortcut/legacy overloads for BeginPlot +- `SetupAxisConstraints()` +- `SetupAxisScale()` +- add `ImPlotLineFlags`, `ImPlotBarsFlags`, etc. for each plot type +- add `PlotBarGroups` wrapper that makes rendering groups of bars easier, with stacked bar support +- `PlotBars` restore outlines +- add hover/active color for plot axes +- make legend frame use ButtonBehavior +- `ImPlotLegendFlags_Scroll` (default behavior) diff --git a/lib/cimgui/cimplot/implot/implot.cpp b/lib/cimgui/cimplot/implot/implot.cpp new file mode 100644 index 0000000..8071ea6 --- /dev/null +++ b/lib/cimgui/cimplot/implot/implot.cpp @@ -0,0 +1,5888 @@ +// MIT License + +// Copyright (c) 2023 Evan Pezent + +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: + +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. + +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +// ImPlot v0.17 + +/* + +API BREAKING CHANGES +==================== +Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. +Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. +When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all implot files. +You can read releases logs https://github.com/epezent/implot/releases for more details. + +- 2023/08/20 (0.17) - ImPlotFlags_NoChild was removed as child windows are no longer needed to capture scroll. You can safely remove this flag if you were using it. +- 2023/06/26 (0.15) - Various build fixes related to updates in Dear ImGui internals. +- 2022/11/25 (0.15) - Make PlotText honor ImPlotItemFlags_NoFit. +- 2022/06/19 (0.14) - The signature of ColormapScale has changed to accommodate a new ImPlotColormapScaleFlags parameter +- 2022/06/17 (0.14) - **IMPORTANT** All PlotX functions now take an ImPlotX_Flags `flags` parameter. Where applicable, it is located before the existing `offset` and `stride` parameters. + If you were providing offset and stride values, you will need to update your function call to include a `flags` value. If you fail to do this, you will likely see + unexpected results or crashes without a compiler warning since these three are all default args. We apologize for the inconvenience, but this was a necessary evil. + - PlotBarsH has been removed; use PlotBars + ImPlotBarsFlags_Horizontal instead + - PlotErrorBarsH has been removed; use PlotErrorBars + ImPlotErrorBarsFlags_Horizontal + - PlotHistogram/PlotHistogram2D signatures changed; `cumulative`, `density`, and `outliers` options now specified via ImPlotHistogramFlags + - PlotPieChart signature changed; `normalize` option now specified via ImPlotPieChartFlags + - PlotText signature changes; `vertical` option now specified via `ImPlotTextFlags_Vertical` + - `PlotVLines` and `PlotHLines` replaced with `PlotInfLines` (+ ImPlotInfLinesFlags_Horizontal ) + - arguments of ImPlotGetter have been reversed to be consistent with other API callbacks + - SetupAxisScale + ImPlotScale have replaced ImPlotAxisFlags_LogScale and ImPlotAxisFlags_Time flags + - ImPlotFormatters should now return an int indicating the size written + - the signature of ImPlotGetter has been reversed so that void* user_data is the last argument and consistent with other callbacks +- 2021/10/19 (0.13) - MAJOR API OVERHAUL! See #168 and #272 + - TRIVIAL RENAME: + - ImPlotLimits -> ImPlotRect + - ImPlotYAxis_ -> ImAxis_ + - SetPlotYAxis -> SetAxis + - BeginDragDropTarget -> BeginDragDropTargetPlot + - BeginDragDropSource -> BeginDragDropSourcePlot + - ImPlotFlags_NoMousePos -> ImPlotFlags_NoMouseText + - SetNextPlotLimits -> SetNextAxesLimits + - SetMouseTextLocation -> SetupMouseText + - SIGNATURE MODIFIED: + - PixelsToPlot/PlotToPixels -> added optional X-Axis arg + - GetPlotMousePos -> added optional X-Axis arg + - GetPlotLimits -> added optional X-Axis arg + - GetPlotSelection -> added optional X-Axis arg + - DragLineX/Y/DragPoint -> now takes int id; removed labels (render with Annotation/Tag instead) + - REPLACED: + - IsPlotXAxisHovered/IsPlotXYAxisHovered -> IsAxisHovered(ImAxis) + - BeginDragDropTargetX/BeginDragDropTargetY -> BeginDragDropTargetAxis(ImAxis) + - BeginDragDropSourceX/BeginDragDropSourceY -> BeginDragDropSourceAxis(ImAxis) + - ImPlotCol_XAxis, ImPlotCol_YAxis1, etc. -> ImPlotCol_AxisText (push/pop this around SetupAxis to style individual axes) + - ImPlotCol_XAxisGrid, ImPlotCol_Y1AxisGrid -> ImPlotCol_AxisGrid (push/pop this around SetupAxis to style individual axes) + - SetNextPlotLimitsX/Y -> SetNextAxisLimits(ImAxis) + - LinkNextPlotLimits -> SetNextAxisLinks(ImAxis) + - FitNextPlotAxes -> SetNextAxisToFit(ImAxis)/SetNextAxesToFit + - SetLegendLocation -> SetupLegend + - ImPlotFlags_NoHighlight -> ImPlotLegendFlags_NoHighlight + - ImPlotOrientation -> ImPlotLegendFlags_Horizontal + - Annotate -> Annotation + - REMOVED: + - GetPlotQuery, SetPlotQuery, IsPlotQueried -> use DragRect + - SetNextPlotTicksX, SetNextPlotTicksY -> use SetupAxisTicks + - SetNextPlotFormatX, SetNextPlotFormatY -> use SetupAxisFormat + - AnnotateClamped -> use Annotation(bool clamp = true) + - OBSOLETED: + - BeginPlot (original signature) -> use simplified signature + Setup API +- 2021/07/30 (0.12) - The offset argument of `PlotXG` functions was been removed. Implement offsetting in your getter callback instead. +- 2021/03/08 (0.9) - SetColormap and PushColormap(ImVec4*) were removed. Use AddColormap for custom colormap support. LerpColormap was changed to SampleColormap. + ShowColormapScale was changed to ColormapScale and requires additional arguments. +- 2021/03/07 (0.9) - The signature of ShowColormapScale was modified to accept a ImVec2 size. +- 2021/02/28 (0.9) - BeginLegendDragDropSource was changed to BeginDragDropSourceItem with a number of other drag and drop improvements. +- 2021/01/18 (0.9) - The default behavior for opening context menus was change from double right-click to single right-click. ImPlotInputMap and related functions were moved + to implot_internal.h due to its immaturity. +- 2020/10/16 (0.8) - ImPlotStyleVar_InfoPadding was changed to ImPlotStyleVar_MousePosPadding +- 2020/09/10 (0.8) - The single array versions of PlotLine, PlotScatter, PlotStems, and PlotShaded were given additional arguments for x-scale and x0. +- 2020/09/07 (0.8) - Plotting functions which accept a custom getter function pointer have been post-fixed with a G (e.g. PlotLineG) +- 2020/09/06 (0.7) - Several flags under ImPlotFlags and ImPlotAxisFlags were inverted (e.g. ImPlotFlags_Legend -> ImPlotFlags_NoLegend) so that the default flagset + is simply 0. This more closely matches ImGui's style and makes it easier to enable non-default but commonly used flags (e.g. ImPlotAxisFlags_Time). +- 2020/08/28 (0.5) - ImPlotMarker_ can no longer be combined with bitwise OR, |. This features caused unecessary slow-down, and almost no one used it. +- 2020/08/25 (0.5) - ImPlotAxisFlags_Scientific was removed. Logarithmic axes automatically uses scientific notation. +- 2020/08/17 (0.5) - PlotText was changed so that text is centered horizontally and vertically about the desired point. +- 2020/08/16 (0.5) - An ImPlotContext must be explicitly created and destroyed now with `CreateContext` and `DestroyContext`. Previously, the context was statically initialized in this source file. +- 2020/06/13 (0.4) - The flags `ImPlotAxisFlag_Adaptive` and `ImPlotFlags_Cull` were removed. Both are now done internally by default. +- 2020/06/03 (0.3) - The signature and behavior of PlotPieChart was changed so that data with sum less than 1 can optionally be normalized. The label format can now be specified as well. +- 2020/06/01 (0.3) - SetPalette was changed to `SetColormap` for consistency with other plotting libraries. `RestorePalette` was removed. Use `SetColormap(ImPlotColormap_Default)`. +- 2020/05/31 (0.3) - Plot functions taking custom ImVec2* getters were removed. Use the ImPlotPoint* getter versions instead. +- 2020/05/29 (0.3) - The signature of ImPlotLimits::Contains was changed to take two doubles instead of ImVec2 +- 2020/05/16 (0.2) - All plotting functions were reverted to being prefixed with "Plot" to maintain a consistent VerbNoun style. `Plot` was split into `PlotLine` + and `PlotScatter` (however, `PlotLine` can still be used to plot scatter points as `Plot` did before.). `Bar` is not `PlotBars`, to indicate + that multiple bars will be plotted. +- 2020/05/13 (0.2) - `ImMarker` was change to `ImPlotMarker` and `ImAxisFlags` was changed to `ImPlotAxisFlags`. +- 2020/05/11 (0.2) - `ImPlotFlags_Selection` was changed to `ImPlotFlags_BoxSelect` +- 2020/05/11 (0.2) - The namespace ImGui:: was replaced with ImPlot::. As a result, the following additional changes were made: + - Functions that were prefixed or decorated with the word "Plot" have been truncated. E.g., `ImGui::PlotBars` is now just `ImPlot::Bar`. + It should be fairly obvious what was what. + - Some functions have been given names that would have otherwise collided with the ImGui namespace. This has been done to maintain a consistent + style with ImGui. E.g., 'ImGui::PushPlotStyleVar` is now 'ImPlot::PushStyleVar'. +- 2020/05/10 (0.2) - The following function/struct names were changes: + - ImPlotRange -> ImPlotLimits + - GetPlotRange() -> GetPlotLimits() + - SetNextPlotRange -> SetNextPlotLimits + - SetNextPlotRangeX -> SetNextPlotLimitsX + - SetNextPlotRangeY -> SetNextPlotLimitsY +- 2020/05/10 (0.2) - Plot queries are pixel based by default. Query rects that maintain relative plot position have been removed. This was done to support multi-y-axis. + +*/ + + +#define IMGUI_DEFINE_MATH_OPERATORS +#include "implot.h" +#include "implot_internal.h" + +#define ImGuiKey_MouseWheelY ImGuiKey_MouseWheel + +#include + +// Support for pre-1.82 versions. Users on 1.82+ can use 0 (default) flags to mean "all corners" but in order to support older versions we are more explicit. +#if (IMGUI_VERSION_NUM < 18102) && !defined(ImDrawFlags_RoundCornersAll) +#define ImDrawFlags_RoundCornersAll ImDrawCornerFlags_All +#endif + +// Support for pre-1.89.7 versions. +#if (IMGUI_VERSION_NUM < 18966) +#define ImGuiButtonFlags_AllowOverlap ImGuiButtonFlags_AllowItemOverlap +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#endif + +// Global plot context +#ifndef GImPlot +ImPlotContext* GImPlot = nullptr; +#endif + +//----------------------------------------------------------------------------- +// Struct Implementations +//----------------------------------------------------------------------------- + +ImPlotInputMap::ImPlotInputMap() { + ImPlot::MapInputDefault(this); +} + +ImPlotStyle::ImPlotStyle() { + + LineWeight = 1; + Marker = ImPlotMarker_None; + MarkerSize = 4; + MarkerWeight = 1; + FillAlpha = 1; + ErrorBarSize = 5; + ErrorBarWeight = 1.5f; + DigitalBitHeight = 8; + DigitalBitGap = 4; + + PlotBorderSize = 1; + MinorAlpha = 0.25f; + MajorTickLen = ImVec2(10,10); + MinorTickLen = ImVec2(5,5); + MajorTickSize = ImVec2(1,1); + MinorTickSize = ImVec2(1,1); + MajorGridSize = ImVec2(1,1); + MinorGridSize = ImVec2(1,1); + PlotPadding = ImVec2(10,10); + LabelPadding = ImVec2(5,5); + LegendPadding = ImVec2(10,10); + LegendInnerPadding = ImVec2(5,5); + LegendSpacing = ImVec2(5,0); + MousePosPadding = ImVec2(10,10); + AnnotationPadding = ImVec2(2,2); + FitPadding = ImVec2(0,0); + PlotDefaultSize = ImVec2(400,300); + PlotMinSize = ImVec2(200,150); + + ImPlot::StyleColorsAuto(this); + + Colormap = ImPlotColormap_Deep; + + UseLocalTime = false; + Use24HourClock = false; + UseISO8601 = false; +} + +//----------------------------------------------------------------------------- +// Style +//----------------------------------------------------------------------------- + +namespace ImPlot { + +const char* GetStyleColorName(ImPlotCol col) { + static const char* col_names[ImPlotCol_COUNT] = { + "Line", + "Fill", + "MarkerOutline", + "MarkerFill", + "ErrorBar", + "FrameBg", + "PlotBg", + "PlotBorder", + "LegendBg", + "LegendBorder", + "LegendText", + "TitleText", + "InlayText", + "AxisText", + "AxisGrid", + "AxisTick", + "AxisBg", + "AxisBgHovered", + "AxisBgActive", + "Selection", + "Crosshairs" + }; + return col_names[col]; +} + +const char* GetMarkerName(ImPlotMarker marker) { + switch (marker) { + case ImPlotMarker_None: return "None"; + case ImPlotMarker_Circle: return "Circle"; + case ImPlotMarker_Square: return "Square"; + case ImPlotMarker_Diamond: return "Diamond"; + case ImPlotMarker_Up: return "Up"; + case ImPlotMarker_Down: return "Down"; + case ImPlotMarker_Left: return "Left"; + case ImPlotMarker_Right: return "Right"; + case ImPlotMarker_Cross: return "Cross"; + case ImPlotMarker_Plus: return "Plus"; + case ImPlotMarker_Asterisk: return "Asterisk"; + default: return ""; + } +} + +ImVec4 GetAutoColor(ImPlotCol idx) { + ImVec4 col(0,0,0,1); + switch(idx) { + case ImPlotCol_Line: return col; // these are plot dependent! + case ImPlotCol_Fill: return col; // these are plot dependent! + case ImPlotCol_MarkerOutline: return col; // these are plot dependent! + case ImPlotCol_MarkerFill: return col; // these are plot dependent! + case ImPlotCol_ErrorBar: return ImGui::GetStyleColorVec4(ImGuiCol_Text); + case ImPlotCol_FrameBg: return ImGui::GetStyleColorVec4(ImGuiCol_FrameBg); + case ImPlotCol_PlotBg: return ImGui::GetStyleColorVec4(ImGuiCol_WindowBg); + case ImPlotCol_PlotBorder: return ImGui::GetStyleColorVec4(ImGuiCol_Border); + case ImPlotCol_LegendBg: return ImGui::GetStyleColorVec4(ImGuiCol_PopupBg); + case ImPlotCol_LegendBorder: return GetStyleColorVec4(ImPlotCol_PlotBorder); + case ImPlotCol_LegendText: return GetStyleColorVec4(ImPlotCol_InlayText); + case ImPlotCol_TitleText: return ImGui::GetStyleColorVec4(ImGuiCol_Text); + case ImPlotCol_InlayText: return ImGui::GetStyleColorVec4(ImGuiCol_Text); + case ImPlotCol_AxisText: return ImGui::GetStyleColorVec4(ImGuiCol_Text); + case ImPlotCol_AxisGrid: return GetStyleColorVec4(ImPlotCol_AxisText) * ImVec4(1,1,1,0.25f); + case ImPlotCol_AxisTick: return GetStyleColorVec4(ImPlotCol_AxisGrid); + case ImPlotCol_AxisBg: return ImVec4(0,0,0,0); + case ImPlotCol_AxisBgHovered: return ImGui::GetStyleColorVec4(ImGuiCol_ButtonHovered); + case ImPlotCol_AxisBgActive: return ImGui::GetStyleColorVec4(ImGuiCol_ButtonActive); + case ImPlotCol_Selection: return ImVec4(1,1,0,1); + case ImPlotCol_Crosshairs: return GetStyleColorVec4(ImPlotCol_PlotBorder); + default: return col; + } +} + +struct ImPlotStyleVarInfo { + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImPlotStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImPlotStyleVarInfo GPlotStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, LineWeight) }, // ImPlotStyleVar_LineWeight + { ImGuiDataType_S32, 1, (ImU32)offsetof(ImPlotStyle, Marker) }, // ImPlotStyleVar_Marker + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MarkerSize) }, // ImPlotStyleVar_MarkerSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MarkerWeight) }, // ImPlotStyleVar_MarkerWeight + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, FillAlpha) }, // ImPlotStyleVar_FillAlpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, ErrorBarSize) }, // ImPlotStyleVar_ErrorBarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, ErrorBarWeight) }, // ImPlotStyleVar_ErrorBarWeight + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, DigitalBitHeight) }, // ImPlotStyleVar_DigitalBitHeight + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, DigitalBitGap) }, // ImPlotStyleVar_DigitalBitGap + + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, PlotBorderSize) }, // ImPlotStyleVar_PlotBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MinorAlpha) }, // ImPlotStyleVar_MinorAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorTickLen) }, // ImPlotStyleVar_MajorTickLen + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorTickLen) }, // ImPlotStyleVar_MinorTickLen + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorTickSize) }, // ImPlotStyleVar_MajorTickSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorTickSize) }, // ImPlotStyleVar_MinorTickSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorGridSize) }, // ImPlotStyleVar_MajorGridSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorGridSize) }, // ImPlotStyleVar_MinorGridSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotPadding) }, // ImPlotStyleVar_PlotPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LabelPadding) }, // ImPlotStyleVar_LabelPaddine + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendPadding) }, // ImPlotStyleVar_LegendPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendInnerPadding) }, // ImPlotStyleVar_LegendInnerPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendSpacing) }, // ImPlotStyleVar_LegendSpacing + + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MousePosPadding) }, // ImPlotStyleVar_MousePosPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, AnnotationPadding) }, // ImPlotStyleVar_AnnotationPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, FitPadding) }, // ImPlotStyleVar_FitPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotDefaultSize) }, // ImPlotStyleVar_PlotDefaultSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotMinSize) } // ImPlotStyleVar_PlotMinSize +}; + +static const ImPlotStyleVarInfo* GetPlotStyleVarInfo(ImPlotStyleVar idx) { + IM_ASSERT(idx >= 0 && idx < ImPlotStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GPlotStyleVarInfo) == ImPlotStyleVar_COUNT); + return &GPlotStyleVarInfo[idx]; +} + +//----------------------------------------------------------------------------- +// Generic Helpers +//----------------------------------------------------------------------------- + +void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char *text_begin, const char* text_end) { + // the code below is based loosely on ImFont::RenderText + if (!text_end) + text_end = text_begin + strlen(text_begin); + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + // Align to be pixel perfect + pos.x = ImFloor(pos.x); + pos.y = ImFloor(pos.y); + const float scale = g.FontSize / font->FontSize; + const char* s = text_begin; + int chars_exp = (int)(text_end - s); + int chars_rnd = 0; + const int vtx_count_max = chars_exp * 4; + const int idx_count_max = chars_exp * 6; + DrawList->PrimReserve(idx_count_max, vtx_count_max); + while (s < text_end) { + unsigned int c = (unsigned int)*s; + if (c < 0x80) { + s += 1; + } + else { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + const ImFontGlyph * glyph = font->FindGlyph((ImWchar)c); + if (glyph == nullptr) { + continue; + } + DrawList->PrimQuadUV(pos + ImVec2(glyph->Y0, -glyph->X0) * scale, pos + ImVec2(glyph->Y0, -glyph->X1) * scale, + pos + ImVec2(glyph->Y1, -glyph->X1) * scale, pos + ImVec2(glyph->Y1, -glyph->X0) * scale, + ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V0), + ImVec2(glyph->U1, glyph->V1), ImVec2(glyph->U0, glyph->V1), + col); + pos.y -= glyph->AdvanceX * scale; + chars_rnd++; + } + // Give back unused vertices + int chars_skp = chars_exp-chars_rnd; + DrawList->PrimUnreserve(chars_skp*6, chars_skp*4); +} + +void AddTextCentered(ImDrawList* DrawList, ImVec2 top_center, ImU32 col, const char* text_begin, const char* text_end) { + float txt_ht = ImGui::GetTextLineHeight(); + const char* title_end = ImGui::FindRenderedTextEnd(text_begin, text_end); + ImVec2 text_size; + float y = 0; + while (const char* tmp = (const char*)memchr(text_begin, '\n', title_end-text_begin)) { + text_size = ImGui::CalcTextSize(text_begin,tmp,true); + DrawList->AddText(ImVec2(top_center.x - text_size.x * 0.5f, top_center.y+y),col,text_begin,tmp); + text_begin = tmp + 1; + y += txt_ht; + } + text_size = ImGui::CalcTextSize(text_begin,title_end,true); + DrawList->AddText(ImVec2(top_center.x - text_size.x * 0.5f, top_center.y+y),col,text_begin,title_end); +} + +double NiceNum(double x, bool round) { + double f; + double nf; + int expv = (int)floor(ImLog10(x)); + f = x / ImPow(10.0, (double)expv); + if (round) + if (f < 1.5) + nf = 1; + else if (f < 3) + nf = 2; + else if (f < 7) + nf = 5; + else + nf = 10; + else if (f <= 1) + nf = 1; + else if (f <= 2) + nf = 2; + else if (f <= 5) + nf = 5; + else + nf = 10; + return nf * ImPow(10.0, expv); +} + +//----------------------------------------------------------------------------- +// Context Utils +//----------------------------------------------------------------------------- + +void SetImGuiContext(ImGuiContext* ctx) { + ImGui::SetCurrentContext(ctx); +} + +ImPlotContext* CreateContext() { + ImPlotContext* ctx = IM_NEW(ImPlotContext)(); + Initialize(ctx); + if (GImPlot == nullptr) + SetCurrentContext(ctx); + return ctx; +} + +void DestroyContext(ImPlotContext* ctx) { + if (ctx == nullptr) + ctx = GImPlot; + if (GImPlot == ctx) + SetCurrentContext(nullptr); + IM_DELETE(ctx); +} + +ImPlotContext* GetCurrentContext() { + return GImPlot; +} + +void SetCurrentContext(ImPlotContext* ctx) { + GImPlot = ctx; +} + +#define IMPLOT_APPEND_CMAP(name, qual) ctx->ColormapData.Append(#name, name, sizeof(name)/sizeof(ImU32), qual) +#define IM_RGB(r,g,b) IM_COL32(r,g,b,255) + +void Initialize(ImPlotContext* ctx) { + ResetCtxForNextPlot(ctx); + ResetCtxForNextAlignedPlots(ctx); + ResetCtxForNextSubplot(ctx); + + const ImU32 Deep[] = {4289753676, 4283598045, 4285048917, 4283584196, 4289950337, 4284512403, 4291005402, 4287401100, 4285839820, 4291671396 }; + const ImU32 Dark[] = {4280031972, 4290281015, 4283084621, 4288892568, 4278222847, 4281597951, 4280833702, 4290740727, 4288256409 }; + const ImU32 Pastel[] = {4289639675, 4293119411, 4291161036, 4293184478, 4289124862, 4291624959, 4290631909, 4293712637, 4294111986 }; + const ImU32 Paired[] = {4293119554, 4290017311, 4287291314, 4281114675, 4288256763, 4280031971, 4285513725, 4278222847, 4292260554, 4288298346, 4288282623, 4280834481}; + const ImU32 Viridis[] = {4283695428, 4285867080, 4287054913, 4287455029, 4287526954, 4287402273, 4286883874, 4285579076, 4283552122, 4280737725, 4280674301 }; + const ImU32 Plasma[] = {4287039501, 4288480321, 4289200234, 4288941455, 4287638193, 4286072780, 4284638433, 4283139314, 4281771772, 4280667900, 4280416752 }; + const ImU32 Hot[] = {4278190144, 4278190208, 4278190271, 4278190335, 4278206719, 4278223103, 4278239231, 4278255615, 4283826175, 4289396735, 4294967295 }; + const ImU32 Cool[] = {4294967040, 4294960666, 4294954035, 4294947661, 4294941030, 4294934656, 4294928025, 4294921651, 4294915020, 4294908646, 4294902015 }; + const ImU32 Pink[] = {4278190154, 4282532475, 4284308894, 4285690554, 4286879686, 4287870160, 4288794330, 4289651940, 4291685869, 4293392118, 4294967295 }; + const ImU32 Jet[] = {4289331200, 4294901760, 4294923520, 4294945280, 4294967040, 4289396565, 4283826090, 4278255615, 4278233855, 4278212095, 4278190335 }; + const ImU32 Twilight[] = {IM_RGB(226,217,226),IM_RGB(166,191,202),IM_RGB(109,144,192),IM_RGB(95,88,176),IM_RGB(83,30,124),IM_RGB(47,20,54),IM_RGB(100,25,75),IM_RGB(159,60,80),IM_RGB(192,117,94),IM_RGB(208,179,158),IM_RGB(226,217,226)}; + const ImU32 RdBu[] = {IM_RGB(103,0,31),IM_RGB(178,24,43),IM_RGB(214,96,77),IM_RGB(244,165,130),IM_RGB(253,219,199),IM_RGB(247,247,247),IM_RGB(209,229,240),IM_RGB(146,197,222),IM_RGB(67,147,195),IM_RGB(33,102,172),IM_RGB(5,48,97)}; + const ImU32 BrBG[] = {IM_RGB(84,48,5),IM_RGB(140,81,10),IM_RGB(191,129,45),IM_RGB(223,194,125),IM_RGB(246,232,195),IM_RGB(245,245,245),IM_RGB(199,234,229),IM_RGB(128,205,193),IM_RGB(53,151,143),IM_RGB(1,102,94),IM_RGB(0,60,48)}; + const ImU32 PiYG[] = {IM_RGB(142,1,82),IM_RGB(197,27,125),IM_RGB(222,119,174),IM_RGB(241,182,218),IM_RGB(253,224,239),IM_RGB(247,247,247),IM_RGB(230,245,208),IM_RGB(184,225,134),IM_RGB(127,188,65),IM_RGB(77,146,33),IM_RGB(39,100,25)}; + const ImU32 Spectral[] = {IM_RGB(158,1,66),IM_RGB(213,62,79),IM_RGB(244,109,67),IM_RGB(253,174,97),IM_RGB(254,224,139),IM_RGB(255,255,191),IM_RGB(230,245,152),IM_RGB(171,221,164),IM_RGB(102,194,165),IM_RGB(50,136,189),IM_RGB(94,79,162)}; + const ImU32 Greys[] = {IM_COL32_WHITE, IM_COL32_BLACK }; + + IMPLOT_APPEND_CMAP(Deep, true); + IMPLOT_APPEND_CMAP(Dark, true); + IMPLOT_APPEND_CMAP(Pastel, true); + IMPLOT_APPEND_CMAP(Paired, true); + IMPLOT_APPEND_CMAP(Viridis, false); + IMPLOT_APPEND_CMAP(Plasma, false); + IMPLOT_APPEND_CMAP(Hot, false); + IMPLOT_APPEND_CMAP(Cool, false); + IMPLOT_APPEND_CMAP(Pink, false); + IMPLOT_APPEND_CMAP(Jet, false); + IMPLOT_APPEND_CMAP(Twilight, false); + IMPLOT_APPEND_CMAP(RdBu, false); + IMPLOT_APPEND_CMAP(BrBG, false); + IMPLOT_APPEND_CMAP(PiYG, false); + IMPLOT_APPEND_CMAP(Spectral, false); + IMPLOT_APPEND_CMAP(Greys, false); +} + +void ResetCtxForNextPlot(ImPlotContext* ctx) { + // reset the next plot/item data + ctx->NextPlotData.Reset(); + ctx->NextItemData.Reset(); + // reset labels + ctx->Annotations.Reset(); + ctx->Tags.Reset(); + // reset extents/fit + ctx->OpenContextThisFrame = false; + // reset digital plot items count + ctx->DigitalPlotItemCnt = 0; + ctx->DigitalPlotOffset = 0; + // nullify plot + ctx->CurrentPlot = nullptr; + ctx->CurrentItem = nullptr; + ctx->PreviousItem = nullptr; +} + +void ResetCtxForNextAlignedPlots(ImPlotContext* ctx) { + ctx->CurrentAlignmentH = nullptr; + ctx->CurrentAlignmentV = nullptr; +} + +void ResetCtxForNextSubplot(ImPlotContext* ctx) { + ctx->CurrentSubplot = nullptr; + ctx->CurrentAlignmentH = nullptr; + ctx->CurrentAlignmentV = nullptr; +} + +//----------------------------------------------------------------------------- +// Plot Utils +//----------------------------------------------------------------------------- + +ImPlotPlot* GetPlot(const char* title) { + ImGuiWindow* Window = GImGui->CurrentWindow; + const ImGuiID ID = Window->GetID(title); + return GImPlot->Plots.GetByKey(ID); +} + +ImPlotPlot* GetCurrentPlot() { + return GImPlot->CurrentPlot; +} + +void BustPlotCache() { + ImPlotContext& gp = *GImPlot; + gp.Plots.Clear(); + gp.Subplots.Clear(); +} + +//----------------------------------------------------------------------------- +// Legend Utils +//----------------------------------------------------------------------------- + +ImVec2 GetLocationPos(const ImRect& outer_rect, const ImVec2& inner_size, ImPlotLocation loc, const ImVec2& pad) { + ImVec2 pos; + if (ImHasFlag(loc, ImPlotLocation_West) && !ImHasFlag(loc, ImPlotLocation_East)) + pos.x = outer_rect.Min.x + pad.x; + else if (!ImHasFlag(loc, ImPlotLocation_West) && ImHasFlag(loc, ImPlotLocation_East)) + pos.x = outer_rect.Max.x - pad.x - inner_size.x; + else + pos.x = outer_rect.GetCenter().x - inner_size.x * 0.5f; + // legend reference point y + if (ImHasFlag(loc, ImPlotLocation_North) && !ImHasFlag(loc, ImPlotLocation_South)) + pos.y = outer_rect.Min.y + pad.y; + else if (!ImHasFlag(loc, ImPlotLocation_North) && ImHasFlag(loc, ImPlotLocation_South)) + pos.y = outer_rect.Max.y - pad.y - inner_size.y; + else + pos.y = outer_rect.GetCenter().y - inner_size.y * 0.5f; + pos.x = IM_ROUND(pos.x); + pos.y = IM_ROUND(pos.y); + return pos; +} + +ImVec2 CalcLegendSize(ImPlotItemGroup& items, const ImVec2& pad, const ImVec2& spacing, bool vertical) { + // vars + const int nItems = items.GetLegendCount(); + const float txt_ht = ImGui::GetTextLineHeight(); + const float icon_size = txt_ht; + // get label max width + float max_label_width = 0; + float sum_label_width = 0; + for (int i = 0; i < nItems; ++i) { + const char* label = items.GetLegendLabel(i); + const float label_width = ImGui::CalcTextSize(label, nullptr, true).x; + max_label_width = label_width > max_label_width ? label_width : max_label_width; + sum_label_width += label_width; + } + // calc legend size + const ImVec2 legend_size = vertical ? + ImVec2(pad.x * 2 + icon_size + max_label_width, pad.y * 2 + nItems * txt_ht + (nItems - 1) * spacing.y) : + ImVec2(pad.x * 2 + icon_size * nItems + sum_label_width + (nItems - 1) * spacing.x, pad.y * 2 + txt_ht); + return legend_size; +} + +bool ClampLegendRect(ImRect& legend_rect, const ImRect& outer_rect, const ImVec2& pad) { + bool clamped = false; + ImRect outer_rect_pad(outer_rect.Min + pad, outer_rect.Max - pad); + if (legend_rect.Min.x < outer_rect_pad.Min.x) { + legend_rect.Min.x = outer_rect_pad.Min.x; + clamped = true; + } + if (legend_rect.Min.y < outer_rect_pad.Min.y) { + legend_rect.Min.y = outer_rect_pad.Min.y; + clamped = true; + } + if (legend_rect.Max.x > outer_rect_pad.Max.x) { + legend_rect.Max.x = outer_rect_pad.Max.x; + clamped = true; + } + if (legend_rect.Max.y > outer_rect_pad.Max.y) { + legend_rect.Max.y = outer_rect_pad.Max.y; + clamped = true; + } + return clamped; +} + +int LegendSortingComp(const void* _a, const void* _b) { + ImPlotItemGroup* items = GImPlot->SortItems; + const int a = *(const int*)_a; + const int b = *(const int*)_b; + const char* label_a = items->GetLegendLabel(a); + const char* label_b = items->GetLegendLabel(b); + return strcmp(label_a,label_b); +} + +bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool hovered, const ImVec2& pad, const ImVec2& spacing, bool vertical, ImDrawList& DrawList) { + // vars + const float txt_ht = ImGui::GetTextLineHeight(); + const float icon_size = txt_ht; + const float icon_shrink = 2; + ImU32 col_txt = GetStyleColorU32(ImPlotCol_LegendText); + ImU32 col_txt_dis = ImAlphaU32(col_txt, 0.25f); + // render each legend item + float sum_label_width = 0; + bool any_item_hovered = false; + + const int num_items = items.GetLegendCount(); + if (num_items < 1) + return hovered; + // build render order + ImPlotContext& gp = *GImPlot; + ImVector& indices = gp.TempInt1; + indices.resize(num_items); + for (int i = 0; i < num_items; ++i) + indices[i] = i; + if (ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_Sort) && num_items > 1) { + gp.SortItems = &items; + qsort(indices.Data, num_items, sizeof(int), LegendSortingComp); + } + // render + for (int i = 0; i < num_items; ++i) { + const int idx = indices[i]; + ImPlotItem* item = items.GetLegendItem(idx); + const char* label = items.GetLegendLabel(idx); + const float label_width = ImGui::CalcTextSize(label, nullptr, true).x; + const ImVec2 top_left = vertical ? + legend_bb.Min + pad + ImVec2(0, i * (txt_ht + spacing.y)) : + legend_bb.Min + pad + ImVec2(i * (icon_size + spacing.x) + sum_label_width, 0); + sum_label_width += label_width; + ImRect icon_bb; + icon_bb.Min = top_left + ImVec2(icon_shrink,icon_shrink); + icon_bb.Max = top_left + ImVec2(icon_size - icon_shrink, icon_size - icon_shrink); + ImRect label_bb; + label_bb.Min = top_left; + label_bb.Max = top_left + ImVec2(label_width + icon_size, icon_size); + ImU32 col_txt_hl; + ImU32 col_item = ImAlphaU32(item->Color,1); + + ImRect button_bb(icon_bb.Min, label_bb.Max); + + ImGui::KeepAliveID(item->ID); + + bool item_hov = false; + bool item_hld = false; + bool item_clk = ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_NoButtons) + ? false + : ImGui::ButtonBehavior(button_bb, item->ID, &item_hov, &item_hld); + + if (item_clk) + item->Show = !item->Show; + + + const bool can_hover = (item_hov) + && (!ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_NoHighlightItem) + || !ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_NoHighlightAxis)); + + if (can_hover) { + item->LegendHoverRect.Min = icon_bb.Min; + item->LegendHoverRect.Max = label_bb.Max; + item->LegendHovered = true; + col_txt_hl = ImMixU32(col_txt, col_item, 64); + any_item_hovered = true; + } + else { + col_txt_hl = ImGui::GetColorU32(col_txt); + } + ImU32 col_icon; + if (item_hld) + col_icon = item->Show ? ImAlphaU32(col_item,0.5f) : ImGui::GetColorU32(ImGuiCol_TextDisabled, 0.5f); + else if (item_hov) + col_icon = item->Show ? ImAlphaU32(col_item,0.75f) : ImGui::GetColorU32(ImGuiCol_TextDisabled, 0.75f); + else + col_icon = item->Show ? col_item : col_txt_dis; + + DrawList.AddRectFilled(icon_bb.Min, icon_bb.Max, col_icon); + const char* text_display_end = ImGui::FindRenderedTextEnd(label, nullptr); + if (label != text_display_end) + DrawList.AddText(top_left + ImVec2(icon_size, 0), item->Show ? col_txt_hl : col_txt_dis, label, text_display_end); + } + return hovered && !any_item_hovered; +} + +//----------------------------------------------------------------------------- +// Locators +//----------------------------------------------------------------------------- + +static const float TICK_FILL_X = 0.8f; +static const float TICK_FILL_Y = 1.0f; + +void Locator_Default(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) { + if (range.Min == range.Max) + return; + const int nMinor = 10; + const int nMajor = ImMax(2, (int)IM_ROUND(pixels / (vertical ? 300.0f : 400.0f))); + const double nice_range = NiceNum(range.Size() * 0.99, false); + const double interval = NiceNum(nice_range / (nMajor - 1), true); + const double graphmin = floor(range.Min / interval) * interval; + const double graphmax = ceil(range.Max / interval) * interval; + bool first_major_set = false; + int first_major_idx = 0; + const int idx0 = ticker.TickCount(); // ticker may have user custom ticks + ImVec2 total_size(0,0); + for (double major = graphmin; major < graphmax + 0.5 * interval; major += interval) { + // is this zero? combat zero formatting issues + if (major-interval < 0 && major+interval > 0) + major = 0; + if (range.Contains(major)) { + if (!first_major_set) { + first_major_idx = ticker.TickCount(); + first_major_set = true; + } + total_size += ticker.AddTick(major, true, 0, true, formatter, formatter_data).LabelSize; + } + for (int i = 1; i < nMinor; ++i) { + double minor = major + i * interval / nMinor; + if (range.Contains(minor)) { + total_size += ticker.AddTick(minor, false, 0, true, formatter, formatter_data).LabelSize; + } + } + } + // prune if necessary + if ((!vertical && total_size.x > pixels*TICK_FILL_X) || (vertical && total_size.y > pixels*TICK_FILL_Y)) { + for (int i = first_major_idx-1; i >= idx0; i -= 2) + ticker.Ticks[i].ShowLabel = false; + for (int i = first_major_idx+1; i < ticker.TickCount(); i += 2) + ticker.Ticks[i].ShowLabel = false; + } +} + +bool CalcLogarithmicExponents(const ImPlotRange& range, float pix, bool vertical, int& exp_min, int& exp_max, int& exp_step) { + if (range.Min * range.Max > 0) { + const int nMajor = vertical ? ImMax(2, (int)IM_ROUND(pix * 0.02f)) : ImMax(2, (int)IM_ROUND(pix * 0.01f)); // TODO: magic numbers + double log_min = ImLog10(ImAbs(range.Min)); + double log_max = ImLog10(ImAbs(range.Max)); + double log_a = ImMin(log_min,log_max); + double log_b = ImMax(log_min,log_max); + exp_step = ImMax(1,(int)(log_b - log_a) / nMajor); + exp_min = (int)log_a; + exp_max = (int)log_b; + if (exp_step != 1) { + while(exp_step % 3 != 0) exp_step++; // make step size multiple of three + while(exp_min % exp_step != 0) exp_min--; // decrease exp_min until exp_min + N * exp_step will be 0 + } + return true; + } + return false; +} + +void AddTicksLogarithmic(const ImPlotRange& range, int exp_min, int exp_max, int exp_step, ImPlotTicker& ticker, ImPlotFormatter formatter, void* data) { + const double sign = ImSign(range.Max); + for (int e = exp_min - exp_step; e < (exp_max + exp_step); e += exp_step) { + double major1 = sign*ImPow(10, (double)(e)); + double major2 = sign*ImPow(10, (double)(e + 1)); + double interval = (major2 - major1) / 9; + if (major1 >= (range.Min - DBL_EPSILON) && major1 <= (range.Max + DBL_EPSILON)) + ticker.AddTick(major1, true, 0, true, formatter, data); + for (int j = 0; j < exp_step; ++j) { + major1 = sign*ImPow(10, (double)(e+j)); + major2 = sign*ImPow(10, (double)(e+j+1)); + interval = (major2 - major1) / 9; + for (int i = 1; i < (9 + (int)(j < (exp_step - 1))); ++i) { + double minor = major1 + i * interval; + if (minor >= (range.Min - DBL_EPSILON) && minor <= (range.Max + DBL_EPSILON)) + ticker.AddTick(minor, false, 0, false, formatter, data); + } + } + } +} + +void Locator_Log10(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) { + int exp_min, exp_max, exp_step; + if (CalcLogarithmicExponents(range, pixels, vertical, exp_min, exp_max, exp_step)) + AddTicksLogarithmic(range, exp_min, exp_max, exp_step, ticker, formatter, formatter_data); +} + +float CalcSymLogPixel(double plt, const ImPlotRange& range, float pixels) { + double scaleToPixels = pixels / range.Size(); + double scaleMin = TransformForward_SymLog(range.Min,nullptr); + double scaleMax = TransformForward_SymLog(range.Max,nullptr); + double s = TransformForward_SymLog(plt, nullptr); + double t = (s - scaleMin) / (scaleMax - scaleMin); + plt = range.Min + range.Size() * t; + + return (float)(0 + scaleToPixels * (plt - range.Min)); +} + +void Locator_SymLog(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) { + if (range.Min >= -1 && range.Max <= 1) { + Locator_Default(ticker, range, pixels, vertical, formatter, formatter_data); + } + else if (range.Min * range.Max < 0) { // cross zero + const float pix_min = 0; + const float pix_max = pixels; + const float pix_p1 = CalcSymLogPixel(1, range, pixels); + const float pix_n1 = CalcSymLogPixel(-1, range, pixels); + int exp_min_p, exp_max_p, exp_step_p; + int exp_min_n, exp_max_n, exp_step_n; + CalcLogarithmicExponents(ImPlotRange(1,range.Max), ImAbs(pix_max-pix_p1),vertical,exp_min_p,exp_max_p,exp_step_p); + CalcLogarithmicExponents(ImPlotRange(range.Min,-1),ImAbs(pix_n1-pix_min),vertical,exp_min_n,exp_max_n,exp_step_n); + int exp_step = ImMax(exp_step_n, exp_step_p); + ticker.AddTick(0,true,0,true,formatter,formatter_data); + AddTicksLogarithmic(ImPlotRange(1,range.Max), exp_min_p,exp_max_p,exp_step,ticker,formatter,formatter_data); + AddTicksLogarithmic(ImPlotRange(range.Min,-1),exp_min_n,exp_max_n,exp_step,ticker,formatter,formatter_data); + } + else { + Locator_Log10(ticker, range, pixels, vertical, formatter, formatter_data); + } +} + +void AddTicksCustom(const double* values, const char* const labels[], int n, ImPlotTicker& ticker, ImPlotFormatter formatter, void* data) { + for (int i = 0; i < n; ++i) { + if (labels != nullptr) + ticker.AddTick(values[i], false, 0, true, labels[i]); + else + ticker.AddTick(values[i], false, 0, true, formatter, data); + } +} + +//----------------------------------------------------------------------------- +// Time Ticks and Utils +//----------------------------------------------------------------------------- + +// this may not be thread safe? +static const double TimeUnitSpans[ImPlotTimeUnit_COUNT] = { + 0.000001, + 0.001, + 1, + 60, + 3600, + 86400, + 2629800, + 31557600 +}; + +inline ImPlotTimeUnit GetUnitForRange(double range) { + static double cutoffs[ImPlotTimeUnit_COUNT] = {0.001, 1, 60, 3600, 86400, 2629800, 31557600, IMPLOT_MAX_TIME}; + for (int i = 0; i < ImPlotTimeUnit_COUNT; ++i) { + if (range <= cutoffs[i]) + return (ImPlotTimeUnit)i; + } + return ImPlotTimeUnit_Yr; +} + +inline int LowerBoundStep(int max_divs, const int* divs, const int* step, int size) { + if (max_divs < divs[0]) + return 0; + for (int i = 1; i < size; ++i) { + if (max_divs < divs[i]) + return step[i-1]; + } + return step[size-1]; +} + +inline int GetTimeStep(int max_divs, ImPlotTimeUnit unit) { + if (unit == ImPlotTimeUnit_Ms || unit == ImPlotTimeUnit_Us) { + static const int step[] = {500,250,200,100,50,25,20,10,5,2,1}; + static const int divs[] = {2,4,5,10,20,40,50,100,200,500,1000}; + return LowerBoundStep(max_divs, divs, step, 11); + } + if (unit == ImPlotTimeUnit_S || unit == ImPlotTimeUnit_Min) { + static const int step[] = {30,15,10,5,1}; + static const int divs[] = {2,4,6,12,60}; + return LowerBoundStep(max_divs, divs, step, 5); + } + else if (unit == ImPlotTimeUnit_Hr) { + static const int step[] = {12,6,3,2,1}; + static const int divs[] = {2,4,8,12,24}; + return LowerBoundStep(max_divs, divs, step, 5); + } + else if (unit == ImPlotTimeUnit_Day) { + static const int step[] = {14,7,2,1}; + static const int divs[] = {2,4,14,28}; + return LowerBoundStep(max_divs, divs, step, 4); + } + else if (unit == ImPlotTimeUnit_Mo) { + static const int step[] = {6,3,2,1}; + static const int divs[] = {2,4,6,12}; + return LowerBoundStep(max_divs, divs, step, 4); + } + return 0; +} + +ImPlotTime MkGmtTime(struct tm *ptm) { + ImPlotTime t; +#ifdef _WIN32 + t.S = _mkgmtime(ptm); +#else + t.S = timegm(ptm); +#endif + if (t.S < 0) + t.S = 0; + return t; +} + +tm* GetGmtTime(const ImPlotTime& t, tm* ptm) +{ +#ifdef _WIN32 + if (gmtime_s(ptm, &t.S) == 0) + return ptm; + else + return nullptr; +#else + return gmtime_r(&t.S, ptm); +#endif +} + +ImPlotTime MkLocTime(struct tm *ptm) { + ImPlotTime t; + t.S = mktime(ptm); + if (t.S < 0) + t.S = 0; + return t; +} + +tm* GetLocTime(const ImPlotTime& t, tm* ptm) { +#ifdef _WIN32 + if (localtime_s(ptm, &t.S) == 0) + return ptm; + else + return nullptr; +#else + return localtime_r(&t.S, ptm); +#endif +} + +inline ImPlotTime MkTime(struct tm *ptm) { + if (GetStyle().UseLocalTime) + return MkLocTime(ptm); + else + return MkGmtTime(ptm); +} + +inline tm* GetTime(const ImPlotTime& t, tm* ptm) { + if (GetStyle().UseLocalTime) + return GetLocTime(t,ptm); + else + return GetGmtTime(t,ptm); +} + +ImPlotTime MakeTime(int year, int month, int day, int hour, int min, int sec, int us) { + tm& Tm = GImPlot->Tm; + + int yr = year - 1900; + if (yr < 0) + yr = 0; + + sec = sec + us / 1000000; + us = us % 1000000; + + Tm.tm_sec = sec; + Tm.tm_min = min; + Tm.tm_hour = hour; + Tm.tm_mday = day; + Tm.tm_mon = month; + Tm.tm_year = yr; + + ImPlotTime t = MkTime(&Tm); + + t.Us = us; + return t; +} + +int GetYear(const ImPlotTime& t) { + tm& Tm = GImPlot->Tm; + GetTime(t, &Tm); + return Tm.tm_year + 1900; +} + +ImPlotTime AddTime(const ImPlotTime& t, ImPlotTimeUnit unit, int count) { + tm& Tm = GImPlot->Tm; + ImPlotTime t_out = t; + switch(unit) { + case ImPlotTimeUnit_Us: t_out.Us += count; break; + case ImPlotTimeUnit_Ms: t_out.Us += count * 1000; break; + case ImPlotTimeUnit_S: t_out.S += count; break; + case ImPlotTimeUnit_Min: t_out.S += count * 60; break; + case ImPlotTimeUnit_Hr: t_out.S += count * 3600; break; + case ImPlotTimeUnit_Day: t_out.S += count * 86400; break; + case ImPlotTimeUnit_Mo: for (int i = 0; i < abs(count); ++i) { + GetTime(t_out, &Tm); + if (count > 0) + t_out.S += 86400 * GetDaysInMonth(Tm.tm_year + 1900, Tm.tm_mon); + else if (count < 0) + t_out.S -= 86400 * GetDaysInMonth(Tm.tm_year + 1900 - (Tm.tm_mon == 0 ? 1 : 0), Tm.tm_mon == 0 ? 11 : Tm.tm_mon - 1); // NOT WORKING + } + break; + case ImPlotTimeUnit_Yr: for (int i = 0; i < abs(count); ++i) { + if (count > 0) + t_out.S += 86400 * (365 + (int)IsLeapYear(GetYear(t_out))); + else if (count < 0) + t_out.S -= 86400 * (365 + (int)IsLeapYear(GetYear(t_out) - 1)); + // this is incorrect if leap year and we are past Feb 28 + } + break; + default: break; + } + t_out.RollOver(); + return t_out; +} + +ImPlotTime FloorTime(const ImPlotTime& t, ImPlotTimeUnit unit) { + ImPlotContext& gp = *GImPlot; + GetTime(t, &gp.Tm); + switch (unit) { + case ImPlotTimeUnit_S: return ImPlotTime(t.S, 0); + case ImPlotTimeUnit_Ms: return ImPlotTime(t.S, (t.Us / 1000) * 1000); + case ImPlotTimeUnit_Us: return t; + case ImPlotTimeUnit_Yr: gp.Tm.tm_mon = 0; // fall-through + case ImPlotTimeUnit_Mo: gp.Tm.tm_mday = 1; // fall-through + case ImPlotTimeUnit_Day: gp.Tm.tm_hour = 0; // fall-through + case ImPlotTimeUnit_Hr: gp.Tm.tm_min = 0; // fall-through + case ImPlotTimeUnit_Min: gp.Tm.tm_sec = 0; break; + default: return t; + } + return MkTime(&gp.Tm); +} + +ImPlotTime CeilTime(const ImPlotTime& t, ImPlotTimeUnit unit) { + return AddTime(FloorTime(t, unit), unit, 1); +} + +ImPlotTime RoundTime(const ImPlotTime& t, ImPlotTimeUnit unit) { + ImPlotTime t1 = FloorTime(t, unit); + ImPlotTime t2 = AddTime(t1,unit,1); + if (t1.S == t2.S) + return t.Us - t1.Us < t2.Us - t.Us ? t1 : t2; + return t.S - t1.S < t2.S - t.S ? t1 : t2; +} + +ImPlotTime CombineDateTime(const ImPlotTime& date_part, const ImPlotTime& tod_part) { + ImPlotContext& gp = *GImPlot; + tm& Tm = gp.Tm; + GetTime(date_part, &gp.Tm); + int y = Tm.tm_year; + int m = Tm.tm_mon; + int d = Tm.tm_mday; + GetTime(tod_part, &gp.Tm); + Tm.tm_year = y; + Tm.tm_mon = m; + Tm.tm_mday = d; + ImPlotTime t = MkTime(&Tm); + t.Us = tod_part.Us; + return t; +} + +// TODO: allow users to define these +static const char* MONTH_NAMES[] = {"January","February","March","April","May","June","July","August","September","October","November","December"}; +static const char* WD_ABRVS[] = {"Su","Mo","Tu","We","Th","Fr","Sa"}; +static const char* MONTH_ABRVS[] = {"Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"}; + +int FormatTime(const ImPlotTime& t, char* buffer, int size, ImPlotTimeFmt fmt, bool use_24_hr_clk) { + tm& Tm = GImPlot->Tm; + GetTime(t, &Tm); + const int us = t.Us % 1000; + const int ms = t.Us / 1000; + const int sec = Tm.tm_sec; + const int min = Tm.tm_min; + if (use_24_hr_clk) { + const int hr = Tm.tm_hour; + switch(fmt) { + case ImPlotTimeFmt_Us: return ImFormatString(buffer, size, ".%03d %03d", ms, us); + case ImPlotTimeFmt_SUs: return ImFormatString(buffer, size, ":%02d.%03d %03d", sec, ms, us); + case ImPlotTimeFmt_SMs: return ImFormatString(buffer, size, ":%02d.%03d", sec, ms); + case ImPlotTimeFmt_S: return ImFormatString(buffer, size, ":%02d", sec); + case ImPlotTimeFmt_MinSMs: return ImFormatString(buffer, size, ":%02d:%02d.%03d", min, sec, ms); + case ImPlotTimeFmt_HrMinSMs: return ImFormatString(buffer, size, "%02d:%02d:%02d.%03d", hr, min, sec, ms); + case ImPlotTimeFmt_HrMinS: return ImFormatString(buffer, size, "%02d:%02d:%02d", hr, min, sec); + case ImPlotTimeFmt_HrMin: return ImFormatString(buffer, size, "%02d:%02d", hr, min); + case ImPlotTimeFmt_Hr: return ImFormatString(buffer, size, "%02d:00", hr); + default: return 0; + } + } + else { + const char* ap = Tm.tm_hour < 12 ? "am" : "pm"; + const int hr = (Tm.tm_hour == 0 || Tm.tm_hour == 12) ? 12 : Tm.tm_hour % 12; + switch(fmt) { + case ImPlotTimeFmt_Us: return ImFormatString(buffer, size, ".%03d %03d", ms, us); + case ImPlotTimeFmt_SUs: return ImFormatString(buffer, size, ":%02d.%03d %03d", sec, ms, us); + case ImPlotTimeFmt_SMs: return ImFormatString(buffer, size, ":%02d.%03d", sec, ms); + case ImPlotTimeFmt_S: return ImFormatString(buffer, size, ":%02d", sec); + case ImPlotTimeFmt_MinSMs: return ImFormatString(buffer, size, ":%02d:%02d.%03d", min, sec, ms); + case ImPlotTimeFmt_HrMinSMs: return ImFormatString(buffer, size, "%d:%02d:%02d.%03d%s", hr, min, sec, ms, ap); + case ImPlotTimeFmt_HrMinS: return ImFormatString(buffer, size, "%d:%02d:%02d%s", hr, min, sec, ap); + case ImPlotTimeFmt_HrMin: return ImFormatString(buffer, size, "%d:%02d%s", hr, min, ap); + case ImPlotTimeFmt_Hr: return ImFormatString(buffer, size, "%d%s", hr, ap); + default: return 0; + } + } +} + +int FormatDate(const ImPlotTime& t, char* buffer, int size, ImPlotDateFmt fmt, bool use_iso_8601) { + tm& Tm = GImPlot->Tm; + GetTime(t, &Tm); + const int day = Tm.tm_mday; + const int mon = Tm.tm_mon + 1; + const int year = Tm.tm_year + 1900; + const int yr = year % 100; + if (use_iso_8601) { + switch (fmt) { + case ImPlotDateFmt_DayMo: return ImFormatString(buffer, size, "--%02d-%02d", mon, day); + case ImPlotDateFmt_DayMoYr: return ImFormatString(buffer, size, "%d-%02d-%02d", year, mon, day); + case ImPlotDateFmt_MoYr: return ImFormatString(buffer, size, "%d-%02d", year, mon); + case ImPlotDateFmt_Mo: return ImFormatString(buffer, size, "--%02d", mon); + case ImPlotDateFmt_Yr: return ImFormatString(buffer, size, "%d", year); + default: return 0; + } + } + else { + switch (fmt) { + case ImPlotDateFmt_DayMo: return ImFormatString(buffer, size, "%d/%d", mon, day); + case ImPlotDateFmt_DayMoYr: return ImFormatString(buffer, size, "%d/%d/%02d", mon, day, yr); + case ImPlotDateFmt_MoYr: return ImFormatString(buffer, size, "%s %d", MONTH_ABRVS[Tm.tm_mon], year); + case ImPlotDateFmt_Mo: return ImFormatString(buffer, size, "%s", MONTH_ABRVS[Tm.tm_mon]); + case ImPlotDateFmt_Yr: return ImFormatString(buffer, size, "%d", year); + default: return 0; + } + } + } + +int FormatDateTime(const ImPlotTime& t, char* buffer, int size, ImPlotDateTimeSpec fmt) { + int written = 0; + if (fmt.Date != ImPlotDateFmt_None) + written += FormatDate(t, buffer, size, fmt.Date, fmt.UseISO8601); + if (fmt.Time != ImPlotTimeFmt_None) { + if (fmt.Date != ImPlotDateFmt_None) + buffer[written++] = ' '; + written += FormatTime(t, &buffer[written], size - written, fmt.Time, fmt.Use24HourClock); + } + return written; +} + +inline float GetDateTimeWidth(ImPlotDateTimeSpec fmt) { + static const ImPlotTime t_max_width = MakeTime(2888, 12, 22, 12, 58, 58, 888888); // best guess at time that maximizes pixel width + char buffer[32]; + FormatDateTime(t_max_width, buffer, 32, fmt); + return ImGui::CalcTextSize(buffer).x; +} + +inline bool TimeLabelSame(const char* l1, const char* l2) { + size_t len1 = strlen(l1); + size_t len2 = strlen(l2); + size_t n = len1 < len2 ? len1 : len2; + return strcmp(l1 + len1 - n, l2 + len2 - n) == 0; +} + +static const ImPlotDateTimeSpec TimeFormatLevel0[ImPlotTimeUnit_COUNT] = { + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_Us), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_SMs), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_S), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_Hr), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMo, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_Mo, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None) +}; + +static const ImPlotDateTimeSpec TimeFormatLevel1[ImPlotTimeUnit_COUNT] = { + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMinS), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None) +}; + +static const ImPlotDateTimeSpec TimeFormatLevel1First[ImPlotTimeUnit_COUNT] = { + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMinS), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMinS), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_Yr, ImPlotTimeFmt_None) +}; + +static const ImPlotDateTimeSpec TimeFormatMouseCursor[ImPlotTimeUnit_COUNT] = { + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_Us), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_SUs), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_SMs), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMinS), + ImPlotDateTimeSpec(ImPlotDateFmt_None, ImPlotTimeFmt_HrMin), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMo, ImPlotTimeFmt_Hr), + ImPlotDateTimeSpec(ImPlotDateFmt_DayMoYr, ImPlotTimeFmt_None), + ImPlotDateTimeSpec(ImPlotDateFmt_MoYr, ImPlotTimeFmt_None) +}; + +inline ImPlotDateTimeSpec GetDateTimeFmt(const ImPlotDateTimeSpec* ctx, ImPlotTimeUnit idx) { + ImPlotStyle& style = GetStyle(); + ImPlotDateTimeSpec fmt = ctx[idx]; + fmt.UseISO8601 = style.UseISO8601; + fmt.Use24HourClock = style.Use24HourClock; + return fmt; +} + +void Locator_Time(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) { + IM_ASSERT_USER_ERROR(vertical == false, "Cannot locate Time ticks on vertical axis!"); + (void)vertical; + // get units for level 0 and level 1 labels + const ImPlotTimeUnit unit0 = GetUnitForRange(range.Size() / (pixels / 100)); // level = 0 (top) + const ImPlotTimeUnit unit1 = ImClamp(unit0 + 1, 0, ImPlotTimeUnit_COUNT-1); // level = 1 (bottom) + // get time format specs + const ImPlotDateTimeSpec fmt0 = GetDateTimeFmt(TimeFormatLevel0, unit0); + const ImPlotDateTimeSpec fmt1 = GetDateTimeFmt(TimeFormatLevel1, unit1); + const ImPlotDateTimeSpec fmtf = GetDateTimeFmt(TimeFormatLevel1First, unit1); + // min max times + const ImPlotTime t_min = ImPlotTime::FromDouble(range.Min); + const ImPlotTime t_max = ImPlotTime::FromDouble(range.Max); + // maximum allowable density of labels + const float max_density = 0.5f; + // book keeping + int last_major_offset = -1; + // formatter data + Formatter_Time_Data ftd; + ftd.UserFormatter = formatter; + ftd.UserFormatterData = formatter_data; + if (unit0 != ImPlotTimeUnit_Yr) { + // pixels per major (level 1) division + const float pix_per_major_div = pixels / (float)(range.Size() / TimeUnitSpans[unit1]); + // nominal pixels taken up by labels + const float fmt0_width = GetDateTimeWidth(fmt0); + const float fmt1_width = GetDateTimeWidth(fmt1); + const float fmtf_width = GetDateTimeWidth(fmtf); + // the maximum number of minor (level 0) labels that can fit between major (level 1) divisions + const int minor_per_major = (int)(max_density * pix_per_major_div / fmt0_width); + // the minor step size (level 0) + const int step = GetTimeStep(minor_per_major, unit0); + // generate ticks + ImPlotTime t1 = FloorTime(ImPlotTime::FromDouble(range.Min), unit1); + while (t1 < t_max) { + // get next major + const ImPlotTime t2 = AddTime(t1, unit1, 1); + // add major tick + if (t1 >= t_min && t1 <= t_max) { + // minor level 0 tick + ftd.Time = t1; ftd.Spec = fmt0; + ticker.AddTick(t1.ToDouble(), true, 0, true, Formatter_Time, &ftd); + // major level 1 tick + ftd.Time = t1; ftd.Spec = last_major_offset < 0 ? fmtf : fmt1; + ImPlotTick& tick_maj = ticker.AddTick(t1.ToDouble(), true, 1, true, Formatter_Time, &ftd); + const char* this_major = ticker.GetText(tick_maj); + if (last_major_offset >= 0 && TimeLabelSame(ticker.TextBuffer.Buf.Data + last_major_offset, this_major)) + tick_maj.ShowLabel = false; + last_major_offset = tick_maj.TextOffset; + } + // add minor ticks up until next major + if (minor_per_major > 1 && (t_min <= t2 && t1 <= t_max)) { + ImPlotTime t12 = AddTime(t1, unit0, step); + while (t12 < t2) { + float px_to_t2 = (float)((t2 - t12).ToDouble()/range.Size()) * pixels; + if (t12 >= t_min && t12 <= t_max) { + ftd.Time = t12; ftd.Spec = fmt0; + ticker.AddTick(t12.ToDouble(), false, 0, px_to_t2 >= fmt0_width, Formatter_Time, &ftd); + if (last_major_offset < 0 && px_to_t2 >= fmt0_width && px_to_t2 >= (fmt1_width + fmtf_width) / 2) { + ftd.Time = t12; ftd.Spec = fmtf; + ImPlotTick& tick_maj = ticker.AddTick(t12.ToDouble(), true, 1, true, Formatter_Time, &ftd); + last_major_offset = tick_maj.TextOffset; + } + } + t12 = AddTime(t12, unit0, step); + } + } + t1 = t2; + } + } + else { + const ImPlotDateTimeSpec fmty = GetDateTimeFmt(TimeFormatLevel0, ImPlotTimeUnit_Yr); + const float label_width = GetDateTimeWidth(fmty); + const int max_labels = (int)(max_density * pixels / label_width); + const int year_min = GetYear(t_min); + const int year_max = GetYear(CeilTime(t_max, ImPlotTimeUnit_Yr)); + const double nice_range = NiceNum((year_max - year_min)*0.99,false); + const double interval = NiceNum(nice_range / (max_labels - 1), true); + const int graphmin = (int)(floor(year_min / interval) * interval); + const int graphmax = (int)(ceil(year_max / interval) * interval); + const int step = (int)interval <= 0 ? 1 : (int)interval; + + for (int y = graphmin; y < graphmax; y += step) { + ImPlotTime t = MakeTime(y); + if (t >= t_min && t <= t_max) { + ftd.Time = t; ftd.Spec = fmty; + ticker.AddTick(t.ToDouble(), true, 0, true, Formatter_Time, &ftd); + } + } + } +} + +//----------------------------------------------------------------------------- +// Context Menu +//----------------------------------------------------------------------------- + +template +bool DragFloat(const char*, F*, float, F, F) { + return false; +} + +template <> +bool DragFloat(const char* label, double* v, float v_speed, double v_min, double v_max) { + return ImGui::DragScalar(label, ImGuiDataType_Double, v, v_speed, &v_min, &v_max, "%.3g", 1); +} + +template <> +bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max) { + return ImGui::DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, "%.3g", 1); +} + +inline void BeginDisabledControls(bool cond) { + if (cond) { + ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true); + ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.25f); + } +} + +inline void EndDisabledControls(bool cond) { + if (cond) { + ImGui::PopItemFlag(); + ImGui::PopStyleVar(); + } +} + +void ShowAxisContextMenu(ImPlotAxis& axis, ImPlotAxis* equal_axis, bool /*time_allowed*/) { + + ImGui::PushItemWidth(75); + bool always_locked = axis.IsRangeLocked() || axis.IsAutoFitting(); + bool label = axis.HasLabel(); + bool grid = axis.HasGridLines(); + bool ticks = axis.HasTickMarks(); + bool labels = axis.HasTickLabels(); + double drag_speed = (axis.Range.Size() <= DBL_EPSILON) ? DBL_EPSILON * 1.0e+13 : 0.01 * axis.Range.Size(); // recover from almost equal axis limits. + + if (axis.Scale == ImPlotScale_Time) { + ImPlotTime tmin = ImPlotTime::FromDouble(axis.Range.Min); + ImPlotTime tmax = ImPlotTime::FromDouble(axis.Range.Max); + + BeginDisabledControls(always_locked); + ImGui::CheckboxFlags("##LockMin", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMin); + EndDisabledControls(always_locked); + ImGui::SameLine(); + BeginDisabledControls(axis.IsLockedMin() || always_locked); + if (ImGui::BeginMenu("Min Time")) { + if (ShowTimePicker("mintime", &tmin)) { + if (tmin >= tmax) + tmax = AddTime(tmin, ImPlotTimeUnit_S, 1); + axis.SetRange(tmin.ToDouble(),tmax.ToDouble()); + } + ImGui::Separator(); + if (ShowDatePicker("mindate",&axis.PickerLevel,&axis.PickerTimeMin,&tmin,&tmax)) { + tmin = CombineDateTime(axis.PickerTimeMin, tmin); + if (tmin >= tmax) + tmax = AddTime(tmin, ImPlotTimeUnit_S, 1); + axis.SetRange(tmin.ToDouble(), tmax.ToDouble()); + } + ImGui::EndMenu(); + } + EndDisabledControls(axis.IsLockedMin() || always_locked); + + BeginDisabledControls(always_locked); + ImGui::CheckboxFlags("##LockMax", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMax); + EndDisabledControls(always_locked); + ImGui::SameLine(); + BeginDisabledControls(axis.IsLockedMax() || always_locked); + if (ImGui::BeginMenu("Max Time")) { + if (ShowTimePicker("maxtime", &tmax)) { + if (tmax <= tmin) + tmin = AddTime(tmax, ImPlotTimeUnit_S, -1); + axis.SetRange(tmin.ToDouble(),tmax.ToDouble()); + } + ImGui::Separator(); + if (ShowDatePicker("maxdate",&axis.PickerLevel,&axis.PickerTimeMax,&tmin,&tmax)) { + tmax = CombineDateTime(axis.PickerTimeMax, tmax); + if (tmax <= tmin) + tmin = AddTime(tmax, ImPlotTimeUnit_S, -1); + axis.SetRange(tmin.ToDouble(), tmax.ToDouble()); + } + ImGui::EndMenu(); + } + EndDisabledControls(axis.IsLockedMax() || always_locked); + } + else { + BeginDisabledControls(always_locked); + ImGui::CheckboxFlags("##LockMin", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMin); + EndDisabledControls(always_locked); + ImGui::SameLine(); + BeginDisabledControls(axis.IsLockedMin() || always_locked); + double temp_min = axis.Range.Min; + if (DragFloat("Min", &temp_min, (float)drag_speed, -HUGE_VAL, axis.Range.Max - DBL_EPSILON)) { + axis.SetMin(temp_min,true); + if (equal_axis != nullptr) + equal_axis->SetAspect(axis.GetAspect()); + } + EndDisabledControls(axis.IsLockedMin() || always_locked); + + BeginDisabledControls(always_locked); + ImGui::CheckboxFlags("##LockMax", (unsigned int*)&axis.Flags, ImPlotAxisFlags_LockMax); + EndDisabledControls(always_locked); + ImGui::SameLine(); + BeginDisabledControls(axis.IsLockedMax() || always_locked); + double temp_max = axis.Range.Max; + if (DragFloat("Max", &temp_max, (float)drag_speed, axis.Range.Min + DBL_EPSILON, HUGE_VAL)) { + axis.SetMax(temp_max,true); + if (equal_axis != nullptr) + equal_axis->SetAspect(axis.GetAspect()); + } + EndDisabledControls(axis.IsLockedMax() || always_locked); + } + + ImGui::Separator(); + + ImGui::CheckboxFlags("Auto-Fit",(unsigned int*)&axis.Flags, ImPlotAxisFlags_AutoFit); + // TODO + // BeginDisabledControls(axis.IsTime() && time_allowed); + // ImGui::CheckboxFlags("Log Scale",(unsigned int*)&axis.Flags, ImPlotAxisFlags_LogScale); + // EndDisabledControls(axis.IsTime() && time_allowed); + // if (time_allowed) { + // BeginDisabledControls(axis.IsLog() || axis.IsSymLog()); + // ImGui::CheckboxFlags("Time",(unsigned int*)&axis.Flags, ImPlotAxisFlags_Time); + // EndDisabledControls(axis.IsLog() || axis.IsSymLog()); + // } + ImGui::Separator(); + ImGui::CheckboxFlags("Invert",(unsigned int*)&axis.Flags, ImPlotAxisFlags_Invert); + ImGui::CheckboxFlags("Opposite",(unsigned int*)&axis.Flags, ImPlotAxisFlags_Opposite); + ImGui::Separator(); + BeginDisabledControls(axis.LabelOffset == -1); + if (ImGui::Checkbox("Label", &label)) + ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoLabel); + EndDisabledControls(axis.LabelOffset == -1); + if (ImGui::Checkbox("Grid Lines", &grid)) + ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoGridLines); + if (ImGui::Checkbox("Tick Marks", &ticks)) + ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoTickMarks); + if (ImGui::Checkbox("Tick Labels", &labels)) + ImFlipFlag(axis.Flags, ImPlotAxisFlags_NoTickLabels); + +} + +bool ShowLegendContextMenu(ImPlotLegend& legend, bool visible) { + const float s = ImGui::GetFrameHeight(); + bool ret = false; + if (ImGui::Checkbox("Show",&visible)) + ret = true; + if (legend.CanGoInside) + ImGui::CheckboxFlags("Outside",(unsigned int*)&legend.Flags, ImPlotLegendFlags_Outside); + if (ImGui::RadioButton("H", ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal))) + legend.Flags |= ImPlotLegendFlags_Horizontal; + ImGui::SameLine(); + if (ImGui::RadioButton("V", !ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal))) + legend.Flags &= ~ImPlotLegendFlags_Horizontal; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2,2)); + if (ImGui::Button("NW",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_NorthWest; } ImGui::SameLine(); + if (ImGui::Button("N", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_North; } ImGui::SameLine(); + if (ImGui::Button("NE",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_NorthEast; } + if (ImGui::Button("W", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_West; } ImGui::SameLine(); + if (ImGui::InvisibleButton("C", ImVec2(1.5f*s,s))) { } ImGui::SameLine(); + if (ImGui::Button("E", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_East; } + if (ImGui::Button("SW",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_SouthWest; } ImGui::SameLine(); + if (ImGui::Button("S", ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_South; } ImGui::SameLine(); + if (ImGui::Button("SE",ImVec2(1.5f*s,s))) { legend.Location = ImPlotLocation_SouthEast; } + ImGui::PopStyleVar(); + return ret; +} + +void ShowSubplotsContextMenu(ImPlotSubplot& subplot) { + if ((ImGui::BeginMenu("Linking"))) { + if (ImGui::MenuItem("Link Rows",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkRows))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkRows); + if (ImGui::MenuItem("Link Cols",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkCols))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkCols); + if (ImGui::MenuItem("Link All X",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllX))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllX); + if (ImGui::MenuItem("Link All Y",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllY))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllY); + ImGui::EndMenu(); + } + if ((ImGui::BeginMenu("Settings"))) { + BeginDisabledControls(!subplot.HasTitle); + if (ImGui::MenuItem("Title",nullptr,subplot.HasTitle && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoTitle))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_NoTitle); + EndDisabledControls(!subplot.HasTitle); + if (ImGui::MenuItem("Resizable",nullptr,!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoResize))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_NoResize); + if (ImGui::MenuItem("Align",nullptr,!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoAlign))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_NoAlign); + if (ImGui::MenuItem("Share Items",nullptr,ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems))) + ImFlipFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems); + ImGui::EndMenu(); + } +} + +void ShowPlotContextMenu(ImPlotPlot& plot) { + ImPlotContext& gp = *GImPlot; + const bool owns_legend = gp.CurrentItems == &plot.Items; + const bool equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal); + + char buf[16] = {}; + + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (!x_axis.Enabled || !x_axis.HasMenus()) + continue; + ImGui::PushID(i); + ImFormatString(buf, sizeof(buf) - 1, i == 0 ? "X-Axis" : "X-Axis %d", i + 1); + if (ImGui::BeginMenu(x_axis.HasLabel() ? plot.GetAxisLabel(x_axis) : buf)) { + ShowAxisContextMenu(x_axis, equal ? x_axis.OrthoAxis : nullptr, false); + ImGui::EndMenu(); + } + ImGui::PopID(); + } + + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (!y_axis.Enabled || !y_axis.HasMenus()) + continue; + ImGui::PushID(i); + ImFormatString(buf, sizeof(buf) - 1, i == 0 ? "Y-Axis" : "Y-Axis %d", i + 1); + if (ImGui::BeginMenu(y_axis.HasLabel() ? plot.GetAxisLabel(y_axis) : buf)) { + ShowAxisContextMenu(y_axis, equal ? y_axis.OrthoAxis : nullptr, false); + ImGui::EndMenu(); + } + ImGui::PopID(); + } + + ImGui::Separator(); + if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoMenus)) { + if ((ImGui::BeginMenu("Legend"))) { + if (owns_legend) { + if (ShowLegendContextMenu(plot.Items.Legend, !ImHasFlag(plot.Flags, ImPlotFlags_NoLegend))) + ImFlipFlag(plot.Flags, ImPlotFlags_NoLegend); + } + else if (gp.CurrentSubplot != nullptr) { + if (ShowLegendContextMenu(gp.CurrentSubplot->Items.Legend, !ImHasFlag(gp.CurrentSubplot->Flags, ImPlotSubplotFlags_NoLegend))) + ImFlipFlag(gp.CurrentSubplot->Flags, ImPlotSubplotFlags_NoLegend); + } + ImGui::EndMenu(); + } + } + if ((ImGui::BeginMenu("Settings"))) { + if (ImGui::MenuItem("Equal", nullptr, ImHasFlag(plot.Flags, ImPlotFlags_Equal))) + ImFlipFlag(plot.Flags, ImPlotFlags_Equal); + if (ImGui::MenuItem("Box Select",nullptr,!ImHasFlag(plot.Flags, ImPlotFlags_NoBoxSelect))) + ImFlipFlag(plot.Flags, ImPlotFlags_NoBoxSelect); + BeginDisabledControls(plot.TitleOffset == -1); + if (ImGui::MenuItem("Title",nullptr,plot.HasTitle())) + ImFlipFlag(plot.Flags, ImPlotFlags_NoTitle); + EndDisabledControls(plot.TitleOffset == -1); + if (ImGui::MenuItem("Mouse Position",nullptr,!ImHasFlag(plot.Flags, ImPlotFlags_NoMouseText))) + ImFlipFlag(plot.Flags, ImPlotFlags_NoMouseText); + if (ImGui::MenuItem("Crosshairs",nullptr,ImHasFlag(plot.Flags, ImPlotFlags_Crosshairs))) + ImFlipFlag(plot.Flags, ImPlotFlags_Crosshairs); + ImGui::EndMenu(); + } + if (gp.CurrentSubplot != nullptr && !ImHasFlag(gp.CurrentSubplot->Flags, ImPlotSubplotFlags_NoMenus)) { + ImGui::Separator(); + if ((ImGui::BeginMenu("Subplots"))) { + ShowSubplotsContextMenu(*gp.CurrentSubplot); + ImGui::EndMenu(); + } + } +} + +//----------------------------------------------------------------------------- +// Axis Utils +//----------------------------------------------------------------------------- + +static inline int AxisPrecision(const ImPlotAxis& axis) { + const double range = axis.Ticker.TickCount() > 1 ? (axis.Ticker.Ticks[1].PlotPos - axis.Ticker.Ticks[0].PlotPos) : axis.Range.Size(); + return Precision(range); +} + +static inline double RoundAxisValue(const ImPlotAxis& axis, double value) { + return RoundTo(value, AxisPrecision(axis)); +} + +void LabelAxisValue(const ImPlotAxis& axis, double value, char* buff, int size, bool round) { + ImPlotContext& gp = *GImPlot; + // TODO: We shouldn't explicitly check that the axis is Time here. Ideally, + // Formatter_Time would handle the formatting for us, but the code below + // needs additional arguments which are not currently available in ImPlotFormatter + if (axis.Locator == Locator_Time) { + ImPlotTimeUnit unit = axis.Vertical + ? GetUnitForRange(axis.Range.Size() / (gp.CurrentPlot->PlotRect.GetHeight() / 100)) // TODO: magic value! + : GetUnitForRange(axis.Range.Size() / (gp.CurrentPlot->PlotRect.GetWidth() / 100)); // TODO: magic value! + FormatDateTime(ImPlotTime::FromDouble(value), buff, size, GetDateTimeFmt(TimeFormatMouseCursor, unit)); + } + else { + if (round) + value = RoundAxisValue(axis, value); + axis.Formatter(value, buff, size, axis.FormatterData); + } +} + +void UpdateAxisColors(ImPlotAxis& axis) { + const ImVec4 col_grid = GetStyleColorVec4(ImPlotCol_AxisGrid); + axis.ColorMaj = ImGui::GetColorU32(col_grid); + axis.ColorMin = ImGui::GetColorU32(col_grid*ImVec4(1,1,1,GImPlot->Style.MinorAlpha)); + axis.ColorTick = GetStyleColorU32(ImPlotCol_AxisTick); + axis.ColorTxt = GetStyleColorU32(ImPlotCol_AxisText); + axis.ColorBg = GetStyleColorU32(ImPlotCol_AxisBg); + axis.ColorHov = GetStyleColorU32(ImPlotCol_AxisBgHovered); + axis.ColorAct = GetStyleColorU32(ImPlotCol_AxisBgActive); + // axis.ColorHiLi = IM_COL32_BLACK_TRANS; +} + +void PadAndDatumAxesX(ImPlotPlot& plot, float& pad_T, float& pad_B, ImPlotAlignmentData* align) { + + ImPlotContext& gp = *GImPlot; + + const float T = ImGui::GetTextLineHeight(); + const float P = gp.Style.LabelPadding.y; + const float K = gp.Style.MinorTickLen.x; + + int count_T = 0; + int count_B = 0; + float last_T = plot.AxesRect.Min.y; + float last_B = plot.AxesRect.Max.y; + + for (int i = IMPLOT_NUM_X_AXES; i-- > 0;) { // FYI: can iterate forward + ImPlotAxis& axis = plot.XAxis(i); + if (!axis.Enabled) + continue; + const bool label = axis.HasLabel(); + const bool ticks = axis.HasTickLabels(); + const bool opp = axis.IsOpposite(); + const bool time = axis.Scale == ImPlotScale_Time; + if (opp) { + if (count_T++ > 0) + pad_T += K + P; + if (label) + pad_T += T + P; + if (ticks) + pad_T += ImMax(T, axis.Ticker.MaxSize.y) + P + (time ? T + P : 0); + axis.Datum1 = plot.CanvasRect.Min.y + pad_T; + axis.Datum2 = last_T; + last_T = axis.Datum1; + } + else { + if (count_B++ > 0) + pad_B += K + P; + if (label) + pad_B += T + P; + if (ticks) + pad_B += ImMax(T, axis.Ticker.MaxSize.y) + P + (time ? T + P : 0); + axis.Datum1 = plot.CanvasRect.Max.y - pad_B; + axis.Datum2 = last_B; + last_B = axis.Datum1; + } + } + + if (align) { + count_T = count_B = 0; + float delta_T, delta_B; + align->Update(pad_T,pad_B,delta_T,delta_B); + for (int i = IMPLOT_NUM_X_AXES; i-- > 0;) { + ImPlotAxis& axis = plot.XAxis(i); + if (!axis.Enabled) + continue; + if (axis.IsOpposite()) { + axis.Datum1 += delta_T; + axis.Datum2 += count_T++ > 1 ? delta_T : 0; + } + else { + axis.Datum1 -= delta_B; + axis.Datum2 -= count_B++ > 1 ? delta_B : 0; + } + } + } +} + +void PadAndDatumAxesY(ImPlotPlot& plot, float& pad_L, float& pad_R, ImPlotAlignmentData* align) { + + // [ pad_L ] [ pad_R ] + // .................CanvasRect................ + // :TPWPK.PTPWP _____PlotRect____ PWPTP.KPWPT: + // :A # |- A # |- -| # A -| # A: + // :X | X | | X | x: + // :I # |- I # |- -| # I -| # I: + // :S | S | | S | S: + // :3 # |- 0 # |-_______________-| # 1 -| # 2: + // :.........................................: + // + // T = text height + // P = label padding + // K = minor tick length + // W = label width + + ImPlotContext& gp = *GImPlot; + + const float T = ImGui::GetTextLineHeight(); + const float P = gp.Style.LabelPadding.x; + const float K = gp.Style.MinorTickLen.y; + + int count_L = 0; + int count_R = 0; + float last_L = plot.AxesRect.Min.x; + float last_R = plot.AxesRect.Max.x; + + for (int i = IMPLOT_NUM_Y_AXES; i-- > 0;) { // FYI: can iterate forward + ImPlotAxis& axis = plot.YAxis(i); + if (!axis.Enabled) + continue; + const bool label = axis.HasLabel(); + const bool ticks = axis.HasTickLabels(); + const bool opp = axis.IsOpposite(); + if (opp) { + if (count_R++ > 0) + pad_R += K + P; + if (label) + pad_R += T + P; + if (ticks) + pad_R += axis.Ticker.MaxSize.x + P; + axis.Datum1 = plot.CanvasRect.Max.x - pad_R; + axis.Datum2 = last_R; + last_R = axis.Datum1; + } + else { + if (count_L++ > 0) + pad_L += K + P; + if (label) + pad_L += T + P; + if (ticks) + pad_L += axis.Ticker.MaxSize.x + P; + axis.Datum1 = plot.CanvasRect.Min.x + pad_L; + axis.Datum2 = last_L; + last_L = axis.Datum1; + } + } + + plot.PlotRect.Min.x = plot.CanvasRect.Min.x + pad_L; + plot.PlotRect.Max.x = plot.CanvasRect.Max.x - pad_R; + + if (align) { + count_L = count_R = 0; + float delta_L, delta_R; + align->Update(pad_L,pad_R,delta_L,delta_R); + for (int i = IMPLOT_NUM_Y_AXES; i-- > 0;) { + ImPlotAxis& axis = plot.YAxis(i); + if (!axis.Enabled) + continue; + if (axis.IsOpposite()) { + axis.Datum1 -= delta_R; + axis.Datum2 -= count_R++ > 1 ? delta_R : 0; + } + else { + axis.Datum1 += delta_L; + axis.Datum2 += count_L++ > 1 ? delta_L : 0; + } + } + } +} + +//----------------------------------------------------------------------------- +// RENDERING +//----------------------------------------------------------------------------- + +static inline void RenderGridLinesX(ImDrawList& DrawList, const ImPlotTicker& ticker, const ImRect& rect, ImU32 col_maj, ImU32 col_min, float size_maj, float size_min) { + const float density = ticker.TickCount() / rect.GetWidth(); + ImVec4 col_min4 = ImGui::ColorConvertU32ToFloat4(col_min); + col_min4.w *= ImClamp(ImRemap(density, 0.1f, 0.2f, 1.0f, 0.0f), 0.0f, 1.0f); + col_min = ImGui::ColorConvertFloat4ToU32(col_min4); + for (int t = 0; t < ticker.TickCount(); t++) { + const ImPlotTick& xt = ticker.Ticks[t]; + if (xt.PixelPos < rect.Min.x || xt.PixelPos > rect.Max.x) + continue; + if (xt.Level == 0) { + if (xt.Major) + DrawList.AddLine(ImVec2(xt.PixelPos, rect.Min.y), ImVec2(xt.PixelPos, rect.Max.y), col_maj, size_maj); + else if (density < 0.2f) + DrawList.AddLine(ImVec2(xt.PixelPos, rect.Min.y), ImVec2(xt.PixelPos, rect.Max.y), col_min, size_min); + } + } +} + +static inline void RenderGridLinesY(ImDrawList& DrawList, const ImPlotTicker& ticker, const ImRect& rect, ImU32 col_maj, ImU32 col_min, float size_maj, float size_min) { + const float density = ticker.TickCount() / rect.GetHeight(); + ImVec4 col_min4 = ImGui::ColorConvertU32ToFloat4(col_min); + col_min4.w *= ImClamp(ImRemap(density, 0.1f, 0.2f, 1.0f, 0.0f), 0.0f, 1.0f); + col_min = ImGui::ColorConvertFloat4ToU32(col_min4); + for (int t = 0; t < ticker.TickCount(); t++) { + const ImPlotTick& yt = ticker.Ticks[t]; + if (yt.PixelPos < rect.Min.y || yt.PixelPos > rect.Max.y) + continue; + if (yt.Major) + DrawList.AddLine(ImVec2(rect.Min.x, yt.PixelPos), ImVec2(rect.Max.x, yt.PixelPos), col_maj, size_maj); + else if (density < 0.2f) + DrawList.AddLine(ImVec2(rect.Min.x, yt.PixelPos), ImVec2(rect.Max.x, yt.PixelPos), col_min, size_min); + } +} + +static inline void RenderSelectionRect(ImDrawList& DrawList, const ImVec2& p_min, const ImVec2& p_max, const ImVec4& col) { + const ImU32 col_bg = ImGui::GetColorU32(col * ImVec4(1,1,1,0.25f)); + const ImU32 col_bd = ImGui::GetColorU32(col); + DrawList.AddRectFilled(p_min, p_max, col_bg); + DrawList.AddRect(p_min, p_max, col_bd); +} + +//----------------------------------------------------------------------------- +// Input Handling +//----------------------------------------------------------------------------- + +static const float MOUSE_CURSOR_DRAG_THRESHOLD = 5.0f; +static const float BOX_SELECT_DRAG_THRESHOLD = 4.0f; + +bool UpdateInput(ImPlotPlot& plot) { + + bool changed = false; + + ImPlotContext& gp = *GImPlot; + ImGuiIO& IO = ImGui::GetIO(); + + // BUTTON STATE ----------------------------------------------------------- + + const ImGuiButtonFlags plot_button_flags = ImGuiButtonFlags_AllowOverlap + | ImGuiButtonFlags_PressedOnClick + | ImGuiButtonFlags_PressedOnDoubleClick + | ImGuiButtonFlags_MouseButtonLeft + | ImGuiButtonFlags_MouseButtonRight + | ImGuiButtonFlags_MouseButtonMiddle; + const ImGuiButtonFlags axis_button_flags = ImGuiButtonFlags_FlattenChildren + | plot_button_flags; + + const bool plot_clicked = ImGui::ButtonBehavior(plot.PlotRect,plot.ID,&plot.Hovered,&plot.Held,plot_button_flags); +#if (IMGUI_VERSION_NUM < 18966) + ImGui::SetItemAllowOverlap(); // Handled by ButtonBehavior() +#endif + + if (plot_clicked) { + if (!ImHasFlag(plot.Flags, ImPlotFlags_NoBoxSelect) && IO.MouseClicked[gp.InputMap.Select] && ImHasFlag(IO.KeyMods, gp.InputMap.SelectMod)) { + plot.Selecting = true; + plot.SelectStart = IO.MousePos; + plot.SelectRect = ImRect(0,0,0,0); + } + if (IO.MouseDoubleClicked[gp.InputMap.Fit]) { + plot.FitThisFrame = true; + for (int i = 0; i < ImAxis_COUNT; ++i) + plot.Axes[i].FitThisFrame = true; + } + } + + const bool can_pan = IO.MouseDown[gp.InputMap.Pan] && ImHasFlag(IO.KeyMods, gp.InputMap.PanMod); + + plot.Held = plot.Held && can_pan; + + bool x_click[IMPLOT_NUM_X_AXES] = {false}; + bool x_held[IMPLOT_NUM_X_AXES] = {false}; + bool x_hov[IMPLOT_NUM_X_AXES] = {false}; + + bool y_click[IMPLOT_NUM_Y_AXES] = {false}; + bool y_held[IMPLOT_NUM_Y_AXES] = {false}; + bool y_hov[IMPLOT_NUM_Y_AXES] = {false}; + + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + ImPlotAxis& xax = plot.XAxis(i); + if (xax.Enabled) { + ImGui::KeepAliveID(xax.ID); + x_click[i] = ImGui::ButtonBehavior(xax.HoverRect,xax.ID,&xax.Hovered,&xax.Held,axis_button_flags); + if (x_click[i] && IO.MouseDoubleClicked[gp.InputMap.Fit]) + plot.FitThisFrame = xax.FitThisFrame = true; + xax.Held = xax.Held && can_pan; + x_hov[i] = xax.Hovered || plot.Hovered; + x_held[i] = xax.Held || plot.Held; + } + } + + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) { + ImPlotAxis& yax = plot.YAxis(i); + if (yax.Enabled) { + ImGui::KeepAliveID(yax.ID); + y_click[i] = ImGui::ButtonBehavior(yax.HoverRect,yax.ID,&yax.Hovered,&yax.Held,axis_button_flags); + if (y_click[i] && IO.MouseDoubleClicked[gp.InputMap.Fit]) + plot.FitThisFrame = yax.FitThisFrame = true; + yax.Held = yax.Held && can_pan; + y_hov[i] = yax.Hovered || plot.Hovered; + y_held[i] = yax.Held || plot.Held; + } + } + + // cancel due to DND activity + if (GImGui->DragDropActive || (IO.KeyMods == gp.InputMap.OverrideMod && gp.InputMap.OverrideMod != 0)) + return false; + + // STATE ------------------------------------------------------------------- + + const bool axis_equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal); + + const bool any_x_hov = plot.Hovered || AnyAxesHovered(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES); + const bool any_x_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES); + const bool any_y_hov = plot.Hovered || AnyAxesHovered(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES); + const bool any_y_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES); + const bool any_hov = any_x_hov || any_y_hov; + const bool any_held = any_x_held || any_y_held; + + const ImVec2 select_drag = ImGui::GetMouseDragDelta(gp.InputMap.Select); + const ImVec2 pan_drag = ImGui::GetMouseDragDelta(gp.InputMap.Pan); + const float select_drag_sq = ImLengthSqr(select_drag); + const float pan_drag_sq = ImLengthSqr(pan_drag); + const bool selecting = plot.Selecting && select_drag_sq > MOUSE_CURSOR_DRAG_THRESHOLD; + const bool panning = any_held && pan_drag_sq > MOUSE_CURSOR_DRAG_THRESHOLD; + + // CONTEXT MENU ----------------------------------------------------------- + + if (IO.MouseReleased[gp.InputMap.Menu] && !plot.ContextLocked) + gp.OpenContextThisFrame = true; + + if (selecting || panning) + plot.ContextLocked = true; + else if (!(IO.MouseDown[gp.InputMap.Menu] || IO.MouseReleased[gp.InputMap.Menu])) + plot.ContextLocked = false; + + // DRAG INPUT ------------------------------------------------------------- + + if (any_held && !plot.Selecting) { + int drag_direction = 0; + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (x_held[i] && !x_axis.IsInputLocked()) { + drag_direction |= (1 << 1); + bool increasing = x_axis.IsInverted() ? IO.MouseDelta.x > 0 : IO.MouseDelta.x < 0; + if (IO.MouseDelta.x != 0 && !x_axis.IsPanLocked(increasing)) { + const double plot_l = x_axis.PixelsToPlot(plot.PlotRect.Min.x - IO.MouseDelta.x); + const double plot_r = x_axis.PixelsToPlot(plot.PlotRect.Max.x - IO.MouseDelta.x); + x_axis.SetMin(x_axis.IsInverted() ? plot_r : plot_l); + x_axis.SetMax(x_axis.IsInverted() ? plot_l : plot_r); + if (axis_equal && x_axis.OrthoAxis != nullptr) + x_axis.OrthoAxis->SetAspect(x_axis.GetAspect()); + changed = true; + } + } + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (y_held[i] && !y_axis.IsInputLocked()) { + drag_direction |= (1 << 2); + bool increasing = y_axis.IsInverted() ? IO.MouseDelta.y < 0 : IO.MouseDelta.y > 0; + if (IO.MouseDelta.y != 0 && !y_axis.IsPanLocked(increasing)) { + const double plot_t = y_axis.PixelsToPlot(plot.PlotRect.Min.y - IO.MouseDelta.y); + const double plot_b = y_axis.PixelsToPlot(plot.PlotRect.Max.y - IO.MouseDelta.y); + y_axis.SetMin(y_axis.IsInverted() ? plot_t : plot_b); + y_axis.SetMax(y_axis.IsInverted() ? plot_b : plot_t); + if (axis_equal && y_axis.OrthoAxis != nullptr) + y_axis.OrthoAxis->SetAspect(y_axis.GetAspect()); + changed = true; + } + } + } + if (IO.MouseDragMaxDistanceSqr[gp.InputMap.Pan] > MOUSE_CURSOR_DRAG_THRESHOLD) { + switch (drag_direction) { + case 0 : ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); break; + case (1 << 1) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); break; + case (1 << 2) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS); break; + default : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll); break; + } + } + } + + // SCROLL INPUT ----------------------------------------------------------- + + if (any_hov && ImHasFlag(IO.KeyMods, gp.InputMap.ZoomMod)) { + + float zoom_rate = gp.InputMap.ZoomRate; + if (IO.MouseWheel == 0.0f) + zoom_rate = 0; + else if (IO.MouseWheel > 0) + zoom_rate = (-zoom_rate) / (1.0f + (2.0f * zoom_rate)); + ImVec2 rect_size = plot.PlotRect.GetSize(); + float tx = ImRemap(IO.MousePos.x, plot.PlotRect.Min.x, plot.PlotRect.Max.x, 0.0f, 1.0f); + float ty = ImRemap(IO.MousePos.y, plot.PlotRect.Min.y, plot.PlotRect.Max.y, 0.0f, 1.0f); + + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + const bool equal_zoom = axis_equal && x_axis.OrthoAxis != nullptr; + const bool equal_locked = (equal_zoom != false) && x_axis.OrthoAxis->IsInputLocked(); + if (x_hov[i] && !x_axis.IsInputLocked() && !equal_locked) { + // ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.ID); + if (zoom_rate != 0.0f) { + float correction = (plot.Hovered && equal_zoom) ? 0.5f : 1.0f; + const double plot_l = x_axis.PixelsToPlot(plot.PlotRect.Min.x - rect_size.x * tx * zoom_rate * correction); + const double plot_r = x_axis.PixelsToPlot(plot.PlotRect.Max.x + rect_size.x * (1 - tx) * zoom_rate * correction); + x_axis.SetMin(x_axis.IsInverted() ? plot_r : plot_l); + x_axis.SetMax(x_axis.IsInverted() ? plot_l : plot_r); + if (axis_equal && x_axis.OrthoAxis != nullptr) + x_axis.OrthoAxis->SetAspect(x_axis.GetAspect()); + changed = true; + } + } + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + const bool equal_zoom = axis_equal && y_axis.OrthoAxis != nullptr; + const bool equal_locked = equal_zoom && y_axis.OrthoAxis->IsInputLocked(); + if (y_hov[i] && !y_axis.IsInputLocked() && !equal_locked) { + // ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.ID); + if (zoom_rate != 0.0f) { + float correction = (plot.Hovered && equal_zoom) ? 0.5f : 1.0f; + const double plot_t = y_axis.PixelsToPlot(plot.PlotRect.Min.y - rect_size.y * ty * zoom_rate * correction); + const double plot_b = y_axis.PixelsToPlot(plot.PlotRect.Max.y + rect_size.y * (1 - ty) * zoom_rate * correction); + y_axis.SetMin(y_axis.IsInverted() ? plot_t : plot_b); + y_axis.SetMax(y_axis.IsInverted() ? plot_b : plot_t); + if (axis_equal && y_axis.OrthoAxis != nullptr) + y_axis.OrthoAxis->SetAspect(y_axis.GetAspect()); + changed = true; + } + } + } + } + + // BOX-SELECTION ---------------------------------------------------------- + + if (plot.Selecting) { + const ImVec2 d = plot.SelectStart - IO.MousePos; + const bool x_can_change = !ImHasFlag(IO.KeyMods,gp.InputMap.SelectHorzMod) && ImFabs(d.x) > 2; + const bool y_can_change = !ImHasFlag(IO.KeyMods,gp.InputMap.SelectVertMod) && ImFabs(d.y) > 2; + // confirm + if (IO.MouseReleased[gp.InputMap.Select]) { + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (!x_axis.IsInputLocked() && x_can_change) { + const double p1 = x_axis.PixelsToPlot(plot.SelectStart.x); + const double p2 = x_axis.PixelsToPlot(IO.MousePos.x); + x_axis.SetMin(ImMin(p1, p2)); + x_axis.SetMax(ImMax(p1, p2)); + changed = true; + } + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (!y_axis.IsInputLocked() && y_can_change) { + const double p1 = y_axis.PixelsToPlot(plot.SelectStart.y); + const double p2 = y_axis.PixelsToPlot(IO.MousePos.y); + y_axis.SetMin(ImMin(p1, p2)); + y_axis.SetMax(ImMax(p1, p2)); + changed = true; + } + } + if (x_can_change || y_can_change || (ImHasFlag(IO.KeyMods,gp.InputMap.SelectHorzMod) && ImHasFlag(IO.KeyMods,gp.InputMap.SelectVertMod))) + gp.OpenContextThisFrame = false; + plot.Selected = plot.Selecting = false; + } + // cancel + else if (IO.MouseReleased[gp.InputMap.SelectCancel]) { + plot.Selected = plot.Selecting = false; + gp.OpenContextThisFrame = false; + } + else if (ImLengthSqr(d) > BOX_SELECT_DRAG_THRESHOLD) { + // bad selection + if (plot.IsInputLocked()) { + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + gp.OpenContextThisFrame = false; + plot.Selected = false; + } + else { + // TODO: Handle only min or max locked cases + const bool full_width = ImHasFlag(IO.KeyMods, gp.InputMap.SelectHorzMod) || AllAxesInputLocked(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES); + const bool full_height = ImHasFlag(IO.KeyMods, gp.InputMap.SelectVertMod) || AllAxesInputLocked(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES); + plot.SelectRect.Min.x = full_width ? plot.PlotRect.Min.x : ImMin(plot.SelectStart.x, IO.MousePos.x); + plot.SelectRect.Max.x = full_width ? plot.PlotRect.Max.x : ImMax(plot.SelectStart.x, IO.MousePos.x); + plot.SelectRect.Min.y = full_height ? plot.PlotRect.Min.y : ImMin(plot.SelectStart.y, IO.MousePos.y); + plot.SelectRect.Max.y = full_height ? plot.PlotRect.Max.y : ImMax(plot.SelectStart.y, IO.MousePos.y); + plot.SelectRect.Min -= plot.PlotRect.Min; + plot.SelectRect.Max -= plot.PlotRect.Min; + plot.Selected = true; + } + } + else { + plot.Selected = false; + } + } + return changed; +} + +//----------------------------------------------------------------------------- +// Next Plot Data (Legacy) +//----------------------------------------------------------------------------- + +void ApplyNextPlotData(ImAxis idx) { + ImPlotContext& gp = *GImPlot; + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + if (!axis.Enabled) + return; + double* npd_lmin = gp.NextPlotData.LinkedMin[idx]; + double* npd_lmax = gp.NextPlotData.LinkedMax[idx]; + bool npd_rngh = gp.NextPlotData.HasRange[idx]; + ImPlotCond npd_rngc = gp.NextPlotData.RangeCond[idx]; + ImPlotRange npd_rngv = gp.NextPlotData.Range[idx]; + axis.LinkedMin = npd_lmin; + axis.LinkedMax = npd_lmax; + axis.PullLinks(); + if (npd_rngh) { + if (!plot.Initialized || npd_rngc == ImPlotCond_Always) + axis.SetRange(npd_rngv); + } + axis.HasRange = npd_rngh; + axis.RangeCond = npd_rngc; +} + +//----------------------------------------------------------------------------- +// Setup +//----------------------------------------------------------------------------- + +void SetupAxis(ImAxis idx, const char* label, ImPlotAxisFlags flags) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + // get plot and axis + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + // set ID + axis.ID = plot.ID + idx + 1; + // check and set flags + if (plot.JustCreated || flags != axis.PreviousFlags) + axis.Flags = flags; + axis.PreviousFlags = flags; + // enable axis + axis.Enabled = true; + // set label + plot.SetAxisLabel(axis,label); + // cache colors + UpdateAxisColors(axis); +} + +void SetupAxisLimits(ImAxis idx, double min_lim, double max_lim, ImPlotCond cond) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); // get plot and axis + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + if (!plot.Initialized || cond == ImPlotCond_Always) + axis.SetRange(min_lim, max_lim); + axis.HasRange = true; + axis.RangeCond = cond; +} + +void SetupAxisFormat(ImAxis idx, const char* fmt) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.HasFormatSpec = fmt != nullptr; + if (fmt != nullptr) + ImStrncpy(axis.FormatSpec,fmt,sizeof(axis.FormatSpec)); +} + +void SetupAxisLinks(ImAxis idx, double* min_lnk, double* max_lnk) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.LinkedMin = min_lnk; + axis.LinkedMax = max_lnk; + axis.PullLinks(); +} + +void SetupAxisFormat(ImAxis idx, ImPlotFormatter formatter, void* data) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.Formatter = formatter; + axis.FormatterData = data; +} + +void SetupAxisTicks(ImAxis idx, const double* values, int n_ticks, const char* const labels[], bool show_default) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.ShowDefaultTicks = show_default; + AddTicksCustom(values, + labels, + n_ticks, + axis.Ticker, + axis.Formatter ? axis.Formatter : Formatter_Default, + (axis.Formatter && axis.FormatterData) ? axis.FormatterData : axis.HasFormatSpec ? axis.FormatSpec : (void*)IMPLOT_LABEL_FORMAT); +} + +void SetupAxisTicks(ImAxis idx, double v_min, double v_max, int n_ticks, const char* const labels[], bool show_default) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + n_ticks = n_ticks < 2 ? 2 : n_ticks; + FillRange(gp.TempDouble1, n_ticks, v_min, v_max); + SetupAxisTicks(idx, gp.TempDouble1.Data, n_ticks, labels, show_default); +} + +void SetupAxisScale(ImAxis idx, ImPlotScale scale) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.Scale = scale; + switch (scale) + { + case ImPlotScale_Time: + axis.TransformForward = nullptr; + axis.TransformInverse = nullptr; + axis.TransformData = nullptr; + axis.Locator = Locator_Time; + axis.ConstraintRange = ImPlotRange(IMPLOT_MIN_TIME, IMPLOT_MAX_TIME); + axis.Ticker.Levels = 2; + break; + case ImPlotScale_Log10: + axis.TransformForward = TransformForward_Log10; + axis.TransformInverse = TransformInverse_Log10; + axis.TransformData = nullptr; + axis.Locator = Locator_Log10; + axis.ConstraintRange = ImPlotRange(DBL_MIN, INFINITY); + break; + case ImPlotScale_SymLog: + axis.TransformForward = TransformForward_SymLog; + axis.TransformInverse = TransformInverse_SymLog; + axis.TransformData = nullptr; + axis.Locator = Locator_SymLog; + axis.ConstraintRange = ImPlotRange(-INFINITY, INFINITY); + break; + default: + axis.TransformForward = nullptr; + axis.TransformInverse = nullptr; + axis.TransformData = nullptr; + axis.Locator = nullptr; + axis.ConstraintRange = ImPlotRange(-INFINITY, INFINITY); + break; + } +} + +void SetupAxisScale(ImAxis idx, ImPlotTransform fwd, ImPlotTransform inv, void* data) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.Scale = IMPLOT_AUTO; + axis.TransformForward = fwd; + axis.TransformInverse = inv; + axis.TransformData = data; +} + +void SetupAxisLimitsConstraints(ImAxis idx, double v_min, double v_max) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.ConstraintRange.Min = v_min; + axis.ConstraintRange.Max = v_max; +} + +void SetupAxisZoomConstraints(ImAxis idx, double z_min, double z_max) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& axis = plot.Axes[idx]; + IM_ASSERT_USER_ERROR(axis.Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + axis.ConstraintZoom.Min = z_min; + axis.ConstraintZoom.Max = z_max; +} + +void SetupAxes(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags, ImPlotAxisFlags y_flags) { + SetupAxis(ImAxis_X1, x_label, x_flags); + SetupAxis(ImAxis_Y1, y_label, y_flags); +} + +void SetupAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond) { + SetupAxisLimits(ImAxis_X1, x_min, x_max, cond); + SetupAxisLimits(ImAxis_Y1, y_min, y_max, cond); +} + +void SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR((gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked) || (gp.CurrentSubplot != nullptr && gp.CurrentPlot == nullptr), + "Setup needs to be called after BeginPlot or BeginSubplots and before any setup locking functions (e.g. PlotX)!"); + if (gp.CurrentItems) { + ImPlotLegend& legend = gp.CurrentItems->Legend; + // check and set location + if (location != legend.PreviousLocation) + legend.Location = location; + legend.PreviousLocation = location; + // check and set flags + if (flags != legend.PreviousFlags) + legend.Flags = flags; + legend.PreviousFlags = flags; + } +} + +void SetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, + "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + gp.CurrentPlot->MouseTextLocation = location; + gp.CurrentPlot->MouseTextFlags = flags; +} + +//----------------------------------------------------------------------------- +// SetNext +//----------------------------------------------------------------------------- + +void SetNextAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "SetNextAxisLimits() needs to be called before BeginPlot()!"); + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + gp.NextPlotData.HasRange[axis] = true; + gp.NextPlotData.RangeCond[axis] = cond; + gp.NextPlotData.Range[axis].Min = v_min; + gp.NextPlotData.Range[axis].Max = v_max; +} + +void SetNextAxisLinks(ImAxis axis, double* link_min, double* link_max) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "SetNextAxisLinks() needs to be called before BeginPlot()!"); + gp.NextPlotData.LinkedMin[axis] = link_min; + gp.NextPlotData.LinkedMax[axis] = link_max; +} + +void SetNextAxisToFit(ImAxis axis) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "SetNextAxisToFit() needs to be called before BeginPlot()!"); + gp.NextPlotData.Fit[axis] = true; +} + +void SetNextAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond) { + SetNextAxisLimits(ImAxis_X1, x_min, x_max, cond); + SetNextAxisLimits(ImAxis_Y1, y_min, y_max, cond); +} + +void SetNextAxesToFit() { + for (int i = 0; i < ImAxis_COUNT; ++i) + SetNextAxisToFit(i); +} + +//----------------------------------------------------------------------------- +// BeginPlot +//----------------------------------------------------------------------------- + +bool BeginPlot(const char* title_id, const ImVec2& size, ImPlotFlags flags) { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot == nullptr, "Mismatched BeginPlot()/EndPlot()!"); + + // FRONT MATTER ----------------------------------------------------------- + + if (gp.CurrentSubplot != nullptr) + ImGui::PushID(gp.CurrentSubplot->CurrentIdx); + + // get globals + ImGuiContext &G = *GImGui; + ImGuiWindow* Window = G.CurrentWindow; + + // skip if needed + if (Window->SkipItems && !gp.CurrentSubplot) { + ResetCtxForNextPlot(GImPlot); + return false; + } + + // ID and age (TODO: keep track of plot age in frames) + const ImGuiID ID = Window->GetID(title_id); + const bool just_created = gp.Plots.GetByKey(ID) == nullptr; + gp.CurrentPlot = gp.Plots.GetOrAddByKey(ID); + + ImPlotPlot &plot = *gp.CurrentPlot; + plot.ID = ID; + plot.Items.ID = ID - 1; + plot.JustCreated = just_created; + plot.SetupLocked = false; + + // check flags + if (plot.JustCreated) + plot.Flags = flags; + else if (flags != plot.PreviousFlags) + plot.Flags = flags; + plot.PreviousFlags = flags; + + // setup default axes + if (plot.JustCreated) { + SetupAxis(ImAxis_X1); + SetupAxis(ImAxis_Y1); + } + + // reset axes + for (int i = 0; i < ImAxis_COUNT; ++i) { + plot.Axes[i].Reset(); + UpdateAxisColors(plot.Axes[i]); + } + // ensure first axes enabled + plot.Axes[ImAxis_X1].Enabled = true; + plot.Axes[ImAxis_Y1].Enabled = true; + // set initial axes + plot.CurrentX = ImAxis_X1; + plot.CurrentY = ImAxis_Y1; + + // process next plot data (legacy) + for (int i = 0; i < ImAxis_COUNT; ++i) + ApplyNextPlotData(i); + + // clear text buffers + plot.ClearTextBuffer(); + plot.SetTitle(title_id); + + // set frame size + ImVec2 frame_size; + if (gp.CurrentSubplot != nullptr) + frame_size = gp.CurrentSubplot->CellSize; + else + frame_size = ImGui::CalcItemSize(size, gp.Style.PlotDefaultSize.x, gp.Style.PlotDefaultSize.y); + + if (frame_size.x < gp.Style.PlotMinSize.x && (size.x < 0.0f || gp.CurrentSubplot != nullptr)) + frame_size.x = gp.Style.PlotMinSize.x; + if (frame_size.y < gp.Style.PlotMinSize.y && (size.y < 0.0f || gp.CurrentSubplot != nullptr)) + frame_size.y = gp.Style.PlotMinSize.y; + + plot.FrameRect = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size); + ImGui::ItemSize(plot.FrameRect); + if (!ImGui::ItemAdd(plot.FrameRect, plot.ID, &plot.FrameRect) && !gp.CurrentSubplot) { + ResetCtxForNextPlot(GImPlot); + return false; + } + + // setup items (or dont) + if (gp.CurrentItems == nullptr) + gp.CurrentItems = &plot.Items; + + return true; +} + +//----------------------------------------------------------------------------- +// SetupFinish +//----------------------------------------------------------------------------- + +void SetupFinish() { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "SetupFinish needs to be called after BeginPlot!"); + + ImGuiContext& G = *GImGui; + ImDrawList& DrawList = *G.CurrentWindow->DrawList; + const ImGuiStyle& Style = G.Style; + + ImPlotPlot &plot = *gp.CurrentPlot; + + // lock setup + plot.SetupLocked = true; + + // finalize axes and set default formatter/locator + for (int i = 0; i < ImAxis_COUNT; ++i) { + ImPlotAxis& axis = plot.Axes[i]; + if (axis.Enabled) { + axis.Constrain(); + if (!plot.Initialized && axis.CanInitFit()) + plot.FitThisFrame = axis.FitThisFrame = true; + } + if (axis.Formatter == nullptr) { + axis.Formatter = Formatter_Default; + if (axis.HasFormatSpec) + axis.FormatterData = axis.FormatSpec; + else + axis.FormatterData = (void*)IMPLOT_LABEL_FORMAT; + } + if (axis.Locator == nullptr) { + axis.Locator = Locator_Default; + } + } + + // setup nullptr orthogonal axes + const bool axis_equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal); + for (int ix = ImAxis_X1, iy = ImAxis_Y1; ix < ImAxis_Y1 || iy < ImAxis_COUNT; ++ix, ++iy) { + ImPlotAxis& x_axis = plot.Axes[ix]; + ImPlotAxis& y_axis = plot.Axes[iy]; + if (x_axis.Enabled && y_axis.Enabled) { + if (x_axis.OrthoAxis == nullptr) + x_axis.OrthoAxis = &y_axis; + if (y_axis.OrthoAxis == nullptr) + y_axis.OrthoAxis = &x_axis; + } + else if (x_axis.Enabled) + { + if (x_axis.OrthoAxis == nullptr && !axis_equal) + x_axis.OrthoAxis = &plot.Axes[ImAxis_Y1]; + } + else if (y_axis.Enabled) { + if (y_axis.OrthoAxis == nullptr && !axis_equal) + y_axis.OrthoAxis = &plot.Axes[ImAxis_X1]; + } + } + + // canvas/axes bb + plot.CanvasRect = ImRect(plot.FrameRect.Min + gp.Style.PlotPadding, plot.FrameRect.Max - gp.Style.PlotPadding); + plot.AxesRect = plot.FrameRect; + + // outside legend adjustments + if (!ImHasFlag(plot.Flags, ImPlotFlags_NoLegend) && plot.Items.GetLegendCount() > 0 && ImHasFlag(plot.Items.Legend.Flags, ImPlotLegendFlags_Outside)) { + ImPlotLegend& legend = plot.Items.Legend; + const bool horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal); + const ImVec2 legend_size = CalcLegendSize(plot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !horz); + const bool west = ImHasFlag(legend.Location, ImPlotLocation_West) && !ImHasFlag(legend.Location, ImPlotLocation_East); + const bool east = ImHasFlag(legend.Location, ImPlotLocation_East) && !ImHasFlag(legend.Location, ImPlotLocation_West); + const bool north = ImHasFlag(legend.Location, ImPlotLocation_North) && !ImHasFlag(legend.Location, ImPlotLocation_South); + const bool south = ImHasFlag(legend.Location, ImPlotLocation_South) && !ImHasFlag(legend.Location, ImPlotLocation_North); + if ((west && !horz) || (west && horz && !north && !south)) { + plot.CanvasRect.Min.x += (legend_size.x + gp.Style.LegendPadding.x); + plot.AxesRect.Min.x += (legend_size.x + gp.Style.PlotPadding.x); + } + if ((east && !horz) || (east && horz && !north && !south)) { + plot.CanvasRect.Max.x -= (legend_size.x + gp.Style.LegendPadding.x); + plot.AxesRect.Max.x -= (legend_size.x + gp.Style.PlotPadding.x); + } + if ((north && horz) || (north && !horz && !west && !east)) { + plot.CanvasRect.Min.y += (legend_size.y + gp.Style.LegendPadding.y); + plot.AxesRect.Min.y += (legend_size.y + gp.Style.PlotPadding.y); + } + if ((south && horz) || (south && !horz && !west && !east)) { + plot.CanvasRect.Max.y -= (legend_size.y + gp.Style.LegendPadding.y); + plot.AxesRect.Max.y -= (legend_size.y + gp.Style.PlotPadding.y); + } + } + + // plot bb + float pad_top = 0, pad_bot = 0, pad_left = 0, pad_right = 0; + + // (0) calc top padding form title + ImVec2 title_size(0.0f, 0.0f); + if (plot.HasTitle()) + title_size = ImGui::CalcTextSize(plot.GetTitle(), nullptr, true); + if (title_size.x > 0) { + pad_top += title_size.y + gp.Style.LabelPadding.y; + plot.AxesRect.Min.y += gp.Style.PlotPadding.y + pad_top; + } + + // (1) calc addition top padding and bot padding + PadAndDatumAxesX(plot,pad_top,pad_bot,gp.CurrentAlignmentH); + + const float plot_height = plot.CanvasRect.GetHeight() - pad_top - pad_bot; + + // (2) get y tick labels (needed for left/right pad) + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& axis = plot.YAxis(i); + if (axis.WillRender() && axis.ShowDefaultTicks && plot_height > 0) { + axis.Locator(axis.Ticker, axis.Range, plot_height, true, axis.Formatter, axis.FormatterData); + } + } + + // (3) calc left/right pad + PadAndDatumAxesY(plot,pad_left,pad_right,gp.CurrentAlignmentV); + + const float plot_width = plot.CanvasRect.GetWidth() - pad_left - pad_right; + + // (4) get x ticks + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& axis = plot.XAxis(i); + if (axis.WillRender() && axis.ShowDefaultTicks && plot_width > 0) { + axis.Locator(axis.Ticker, axis.Range, plot_width, false, axis.Formatter, axis.FormatterData); + } + } + + // (5) calc plot bb + plot.PlotRect = ImRect(plot.CanvasRect.Min + ImVec2(pad_left, pad_top), plot.CanvasRect.Max - ImVec2(pad_right, pad_bot)); + + // HOVER------------------------------------------------------------ + + // axes hover rect, pixel ranges + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + ImPlotAxis& xax = plot.XAxis(i); + xax.HoverRect = ImRect(ImVec2(plot.PlotRect.Min.x, ImMin(xax.Datum1,xax.Datum2)), + ImVec2(plot.PlotRect.Max.x, ImMax(xax.Datum1,xax.Datum2))); + xax.PixelMin = xax.IsInverted() ? plot.PlotRect.Max.x : plot.PlotRect.Min.x; + xax.PixelMax = xax.IsInverted() ? plot.PlotRect.Min.x : plot.PlotRect.Max.x; + xax.UpdateTransformCache(); + } + + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) { + ImPlotAxis& yax = plot.YAxis(i); + yax.HoverRect = ImRect(ImVec2(ImMin(yax.Datum1,yax.Datum2),plot.PlotRect.Min.y), + ImVec2(ImMax(yax.Datum1,yax.Datum2),plot.PlotRect.Max.y)); + yax.PixelMin = yax.IsInverted() ? plot.PlotRect.Min.y : plot.PlotRect.Max.y; + yax.PixelMax = yax.IsInverted() ? plot.PlotRect.Max.y : plot.PlotRect.Min.y; + yax.UpdateTransformCache(); + } + // Equal axis constraint. Must happen after we set Pixels + // constrain equal axes for primary x and y if not approximately equal + // constrains x to y since x pixel size depends on y labels width, and causes feedback loops in opposite case + if (axis_equal) { + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (x_axis.OrthoAxis == nullptr) + continue; + double xar = x_axis.GetAspect(); + double yar = x_axis.OrthoAxis->GetAspect(); + // edge case: user has set x range this frame, so fit y to x so that we honor their request for x range + // NB: because of feedback across several frames, the user's x request may not be perfectly honored + if (x_axis.HasRange) + x_axis.OrthoAxis->SetAspect(xar); + else if (!ImAlmostEqual(xar,yar) && !x_axis.OrthoAxis->IsInputLocked()) + x_axis.SetAspect(yar); + } + } + + // INPUT ------------------------------------------------------------------ + if (!ImHasFlag(plot.Flags, ImPlotFlags_NoInputs)) + UpdateInput(plot); + + // fit from FitNextPlotAxes or auto fit + for (int i = 0; i < ImAxis_COUNT; ++i) { + if (gp.NextPlotData.Fit[i] || plot.Axes[i].IsAutoFitting()) { + plot.FitThisFrame = true; + plot.Axes[i].FitThisFrame = true; + } + } + + // RENDER ----------------------------------------------------------------- + + const float txt_height = ImGui::GetTextLineHeight(); + + // render frame + if (!ImHasFlag(plot.Flags, ImPlotFlags_NoFrame)) + ImGui::RenderFrame(plot.FrameRect.Min, plot.FrameRect.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, Style.FrameRounding); + + // grid bg + DrawList.AddRectFilled(plot.PlotRect.Min, plot.PlotRect.Max, GetStyleColorU32(ImPlotCol_PlotBg)); + + // transform ticks + for (int i = 0; i < ImAxis_COUNT; i++) { + ImPlotAxis& axis = plot.Axes[i]; + if (axis.WillRender()) { + for (int t = 0; t < axis.Ticker.TickCount(); t++) { + ImPlotTick& tk = axis.Ticker.Ticks[t]; + tk.PixelPos = IM_ROUND(axis.PlotToPixels(tk.PlotPos)); + } + } + } + + // render grid (background) + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (x_axis.Enabled && x_axis.HasGridLines() && !x_axis.IsForeground()) + RenderGridLinesX(DrawList, x_axis.Ticker, plot.PlotRect, x_axis.ColorMaj, x_axis.ColorMin, gp.Style.MajorGridSize.x, gp.Style.MinorGridSize.x); + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (y_axis.Enabled && y_axis.HasGridLines() && !y_axis.IsForeground()) + RenderGridLinesY(DrawList, y_axis.Ticker, plot.PlotRect, y_axis.ColorMaj, y_axis.ColorMin, gp.Style.MajorGridSize.y, gp.Style.MinorGridSize.y); + } + + // render x axis button, label, tick labels + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& ax = plot.XAxis(i); + if (!ax.Enabled) + continue; + if ((ax.Hovered || ax.Held) && !plot.Held && !ImHasFlag(ax.Flags, ImPlotAxisFlags_NoHighlight)) + DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.Held ? ax.ColorAct : ax.ColorHov); + else if (ax.ColorHiLi != IM_COL32_BLACK_TRANS) { + DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorHiLi); + ax.ColorHiLi = IM_COL32_BLACK_TRANS; + } + else if (ax.ColorBg != IM_COL32_BLACK_TRANS) { + DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorBg); + } + const ImPlotTicker& tkr = ax.Ticker; + const bool opp = ax.IsOpposite(); + if (ax.HasLabel()) { + const char* label = plot.GetAxisLabel(ax); + const ImVec2 label_size = ImGui::CalcTextSize(label); + const float label_offset = (ax.HasTickLabels() ? tkr.MaxSize.y + gp.Style.LabelPadding.y : 0.0f) + + (tkr.Levels - 1) * (txt_height + gp.Style.LabelPadding.y) + + gp.Style.LabelPadding.y; + const ImVec2 label_pos(plot.PlotRect.GetCenter().x - label_size.x * 0.5f, + opp ? ax.Datum1 - label_offset - label_size.y : ax.Datum1 + label_offset); + DrawList.AddText(label_pos, ax.ColorTxt, label); + } + if (ax.HasTickLabels()) { + for (int j = 0; j < tkr.TickCount(); ++j) { + const ImPlotTick& tk = tkr.Ticks[j]; + const float datum = ax.Datum1 + (opp ? (-gp.Style.LabelPadding.y -txt_height -tk.Level * (txt_height + gp.Style.LabelPadding.y)) + : gp.Style.LabelPadding.y + tk.Level * (txt_height + gp.Style.LabelPadding.y)); + if (tk.ShowLabel && tk.PixelPos >= plot.PlotRect.Min.x - 1 && tk.PixelPos <= plot.PlotRect.Max.x + 1) { + ImVec2 start(tk.PixelPos - 0.5f * tk.LabelSize.x, datum); + DrawList.AddText(start, ax.ColorTxt, tkr.GetText(j)); + } + } + } + } + + // render y axis button, label, tick labels + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& ax = plot.YAxis(i); + if (!ax.Enabled) + continue; + if ((ax.Hovered || ax.Held) && !plot.Held && !ImHasFlag(ax.Flags, ImPlotAxisFlags_NoHighlight)) + DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.Held ? ax.ColorAct : ax.ColorHov); + else if (ax.ColorHiLi != IM_COL32_BLACK_TRANS) { + DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorHiLi); + ax.ColorHiLi = IM_COL32_BLACK_TRANS; + } + else if (ax.ColorBg != IM_COL32_BLACK_TRANS) { + DrawList.AddRectFilled(ax.HoverRect.Min, ax.HoverRect.Max, ax.ColorBg); + } + const ImPlotTicker& tkr = ax.Ticker; + const bool opp = ax.IsOpposite(); + if (ax.HasLabel()) { + const char* label = plot.GetAxisLabel(ax); + const ImVec2 label_size = CalcTextSizeVertical(label); + const float label_offset = (ax.HasTickLabels() ? tkr.MaxSize.x + gp.Style.LabelPadding.x : 0.0f) + + gp.Style.LabelPadding.x; + const ImVec2 label_pos(opp ? ax.Datum1 + label_offset : ax.Datum1 - label_offset - label_size.x, + plot.PlotRect.GetCenter().y + label_size.y * 0.5f); + AddTextVertical(&DrawList, label_pos, ax.ColorTxt, label); + } + if (ax.HasTickLabels()) { + for (int j = 0; j < tkr.TickCount(); ++j) { + const ImPlotTick& tk = tkr.Ticks[j]; + const float datum = ax.Datum1 + (opp ? gp.Style.LabelPadding.x : (-gp.Style.LabelPadding.x - tk.LabelSize.x)); + if (tk.ShowLabel && tk.PixelPos >= plot.PlotRect.Min.y - 1 && tk.PixelPos <= plot.PlotRect.Max.y + 1) { + ImVec2 start(datum, tk.PixelPos - 0.5f * tk.LabelSize.y); + DrawList.AddText(start, ax.ColorTxt, tkr.GetText(j)); + } + } + } + } + + + // clear legend (TODO: put elsewhere) + plot.Items.Legend.Reset(); + // push ID to set item hashes (NB: !!!THIS PROBABLY NEEDS TO BE IN BEGIN PLOT!!!!) + ImGui::PushOverrideID(gp.CurrentItems->ID); +} + +//----------------------------------------------------------------------------- +// EndPlot() +//----------------------------------------------------------------------------- + +void EndPlot() { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "Mismatched BeginPlot()/EndPlot()!"); + + SetupLock(); + + ImGuiContext &G = *GImGui; + ImPlotPlot &plot = *gp.CurrentPlot; + ImGuiWindow * Window = G.CurrentWindow; + ImDrawList & DrawList = *Window->DrawList; + const ImGuiIO & IO = ImGui::GetIO(); + + // FINAL RENDER ----------------------------------------------------------- + + const bool render_border = gp.Style.PlotBorderSize > 0 && GetStyleColorVec4(ImPlotCol_PlotBorder).w > 0; + const bool any_x_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES); + const bool any_y_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES); + + ImGui::PushClipRect(plot.FrameRect.Min, plot.FrameRect.Max, true); + + // render grid (foreground) + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (x_axis.Enabled && x_axis.HasGridLines() && x_axis.IsForeground()) + RenderGridLinesX(DrawList, x_axis.Ticker, plot.PlotRect, x_axis.ColorMaj, x_axis.ColorMin, gp.Style.MajorGridSize.x, gp.Style.MinorGridSize.x); + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (y_axis.Enabled && y_axis.HasGridLines() && y_axis.IsForeground()) + RenderGridLinesY(DrawList, y_axis.Ticker, plot.PlotRect, y_axis.ColorMaj, y_axis.ColorMin, gp.Style.MajorGridSize.y, gp.Style.MinorGridSize.y); + } + + + // render title + if (plot.HasTitle()) { + ImU32 col = GetStyleColorU32(ImPlotCol_TitleText); + AddTextCentered(&DrawList,ImVec2(plot.PlotRect.GetCenter().x, plot.CanvasRect.Min.y),col,plot.GetTitle()); + } + + // render x ticks + int count_B = 0, count_T = 0; + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + const ImPlotAxis& ax = plot.XAxis(i); + if (!ax.Enabled) + continue; + const ImPlotTicker& tkr = ax.Ticker; + const bool opp = ax.IsOpposite(); + const bool aux = ((opp && count_T > 0)||(!opp && count_B > 0)); + if (ax.HasTickMarks()) { + const float direction = opp ? 1.0f : -1.0f; + for (int j = 0; j < tkr.TickCount(); ++j) { + const ImPlotTick& tk = tkr.Ticks[j]; + if (tk.Level != 0 || tk.PixelPos < plot.PlotRect.Min.x || tk.PixelPos > plot.PlotRect.Max.x) + continue; + const ImVec2 start(tk.PixelPos, ax.Datum1); + const float len = (!aux && tk.Major) ? gp.Style.MajorTickLen.x : gp.Style.MinorTickLen.x; + const float thk = (!aux && tk.Major) ? gp.Style.MajorTickSize.x : gp.Style.MinorTickSize.x; + DrawList.AddLine(start, start + ImVec2(0,direction*len), ax.ColorTick, thk); + } + if (aux || !render_border) + DrawList.AddLine(ImVec2(plot.PlotRect.Min.x,ax.Datum1), ImVec2(plot.PlotRect.Max.x,ax.Datum1), ax.ColorTick, gp.Style.MinorTickSize.x); + } + count_B += !opp; + count_T += opp; + } + + // render y ticks + int count_L = 0, count_R = 0; + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + const ImPlotAxis& ax = plot.YAxis(i); + if (!ax.Enabled) + continue; + const ImPlotTicker& tkr = ax.Ticker; + const bool opp = ax.IsOpposite(); + const bool aux = ((opp && count_R > 0)||(!opp && count_L > 0)); + if (ax.HasTickMarks()) { + const float direction = opp ? -1.0f : 1.0f; + for (int j = 0; j < tkr.TickCount(); ++j) { + const ImPlotTick& tk = tkr.Ticks[j]; + if (tk.Level != 0 || tk.PixelPos < plot.PlotRect.Min.y || tk.PixelPos > plot.PlotRect.Max.y) + continue; + const ImVec2 start(ax.Datum1, tk.PixelPos); + const float len = (!aux && tk.Major) ? gp.Style.MajorTickLen.y : gp.Style.MinorTickLen.y; + const float thk = (!aux && tk.Major) ? gp.Style.MajorTickSize.y : gp.Style.MinorTickSize.y; + DrawList.AddLine(start, start + ImVec2(direction*len,0), ax.ColorTick, thk); + } + if (aux || !render_border) + DrawList.AddLine(ImVec2(ax.Datum1, plot.PlotRect.Min.y), ImVec2(ax.Datum1, plot.PlotRect.Max.y), ax.ColorTick, gp.Style.MinorTickSize.y); + } + count_L += !opp; + count_R += opp; + } + ImGui::PopClipRect(); + + // render annotations + PushPlotClipRect(); + for (int i = 0; i < gp.Annotations.Size; ++i) { + const char* txt = gp.Annotations.GetText(i); + ImPlotAnnotation& an = gp.Annotations.Annotations[i]; + const ImVec2 txt_size = ImGui::CalcTextSize(txt); + const ImVec2 size = txt_size + gp.Style.AnnotationPadding * 2; + ImVec2 pos = an.Pos; + if (an.Offset.x == 0) + pos.x -= size.x / 2; + else if (an.Offset.x > 0) + pos.x += an.Offset.x; + else + pos.x -= size.x - an.Offset.x; + if (an.Offset.y == 0) + pos.y -= size.y / 2; + else if (an.Offset.y > 0) + pos.y += an.Offset.y; + else + pos.y -= size.y - an.Offset.y; + if (an.Clamp) + pos = ClampLabelPos(pos, size, plot.PlotRect.Min, plot.PlotRect.Max); + ImRect rect(pos,pos+size); + if (an.Offset.x != 0 || an.Offset.y != 0) { + ImVec2 corners[4] = {rect.GetTL(), rect.GetTR(), rect.GetBR(), rect.GetBL()}; + int min_corner = 0; + float min_len = FLT_MAX; + for (int c = 0; c < 4; ++c) { + float len = ImLengthSqr(an.Pos - corners[c]); + if (len < min_len) { + min_corner = c; + min_len = len; + } + } + DrawList.AddLine(an.Pos, corners[min_corner], an.ColorBg); + } + DrawList.AddRectFilled(rect.Min, rect.Max, an.ColorBg); + DrawList.AddText(pos + gp.Style.AnnotationPadding, an.ColorFg, txt); + } + + // render selection + if (plot.Selected) + RenderSelectionRect(DrawList, plot.SelectRect.Min + plot.PlotRect.Min, plot.SelectRect.Max + plot.PlotRect.Min, GetStyleColorVec4(ImPlotCol_Selection)); + + // render crosshairs + if (ImHasFlag(plot.Flags, ImPlotFlags_Crosshairs) && plot.Hovered && !(any_x_held || any_y_held) && !plot.Selecting && !plot.Items.Legend.Hovered) { + ImGui::SetMouseCursor(ImGuiMouseCursor_None); + ImVec2 xy = IO.MousePos; + ImVec2 h1(plot.PlotRect.Min.x, xy.y); + ImVec2 h2(xy.x - 5, xy.y); + ImVec2 h3(xy.x + 5, xy.y); + ImVec2 h4(plot.PlotRect.Max.x, xy.y); + ImVec2 v1(xy.x, plot.PlotRect.Min.y); + ImVec2 v2(xy.x, xy.y - 5); + ImVec2 v3(xy.x, xy.y + 5); + ImVec2 v4(xy.x, plot.PlotRect.Max.y); + ImU32 col = GetStyleColorU32(ImPlotCol_Crosshairs); + DrawList.AddLine(h1, h2, col); + DrawList.AddLine(h3, h4, col); + DrawList.AddLine(v1, v2, col); + DrawList.AddLine(v3, v4, col); + } + + // render mouse pos + if (!ImHasFlag(plot.Flags, ImPlotFlags_NoMouseText) && (plot.Hovered || ImHasFlag(plot.MouseTextFlags, ImPlotMouseTextFlags_ShowAlways))) { + + const bool no_aux = ImHasFlag(plot.MouseTextFlags, ImPlotMouseTextFlags_NoAuxAxes); + const bool no_fmt = ImHasFlag(plot.MouseTextFlags, ImPlotMouseTextFlags_NoFormat); + + ImGuiTextBuffer& builder = gp.MousePosStringBuilder; + builder.Buf.shrink(0); + char buff[IMPLOT_LABEL_MAX_SIZE]; + + const int num_x = no_aux ? 1 : IMPLOT_NUM_X_AXES; + for (int i = 0; i < num_x; ++i) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (!x_axis.Enabled) + continue; + if (i > 0) + builder.append(", ("); + double v = x_axis.PixelsToPlot(IO.MousePos.x); + if (no_fmt) + Formatter_Default(v,buff,IMPLOT_LABEL_MAX_SIZE,(void*)IMPLOT_LABEL_FORMAT); + else + LabelAxisValue(x_axis,v,buff,IMPLOT_LABEL_MAX_SIZE,true); + builder.append(buff); + if (i > 0) + builder.append(")"); + } + builder.append(", "); + const int num_y = no_aux ? 1 : IMPLOT_NUM_Y_AXES; + for (int i = 0; i < num_y; ++i) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (!y_axis.Enabled) + continue; + if (i > 0) + builder.append(", ("); + double v = y_axis.PixelsToPlot(IO.MousePos.y); + if (no_fmt) + Formatter_Default(v,buff,IMPLOT_LABEL_MAX_SIZE,(void*)IMPLOT_LABEL_FORMAT); + else + LabelAxisValue(y_axis,v,buff,IMPLOT_LABEL_MAX_SIZE,true); + builder.append(buff); + if (i > 0) + builder.append(")"); + } + + if (!builder.empty()) { + const ImVec2 size = ImGui::CalcTextSize(builder.c_str()); + const ImVec2 pos = GetLocationPos(plot.PlotRect, size, plot.MouseTextLocation, gp.Style.MousePosPadding); + DrawList.AddText(pos, GetStyleColorU32(ImPlotCol_InlayText), builder.c_str()); + } + } + PopPlotClipRect(); + + // axis side switch + if (!plot.Held) { + ImVec2 mouse_pos = ImGui::GetIO().MousePos; + ImRect trigger_rect = plot.PlotRect; + trigger_rect.Expand(-10); + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (ImHasFlag(x_axis.Flags, ImPlotAxisFlags_NoSideSwitch)) + continue; + if (x_axis.Held && plot.PlotRect.Contains(mouse_pos)) { + const bool opp = ImHasFlag(x_axis.Flags, ImPlotAxisFlags_Opposite); + if (!opp) { + ImRect rect(plot.PlotRect.Min.x - 5, plot.PlotRect.Min.y - 5, + plot.PlotRect.Max.x + 5, plot.PlotRect.Min.y + 5); + if (mouse_pos.y < plot.PlotRect.Max.y - 10) + DrawList.AddRectFilled(rect.Min, rect.Max, x_axis.ColorHov); + if (rect.Contains(mouse_pos)) + x_axis.Flags |= ImPlotAxisFlags_Opposite; + } + else { + ImRect rect(plot.PlotRect.Min.x - 5, plot.PlotRect.Max.y - 5, + plot.PlotRect.Max.x + 5, plot.PlotRect.Max.y + 5); + if (mouse_pos.y > plot.PlotRect.Min.y + 10) + DrawList.AddRectFilled(rect.Min, rect.Max, x_axis.ColorHov); + if (rect.Contains(mouse_pos)) + x_axis.Flags &= ~ImPlotAxisFlags_Opposite; + } + } + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (ImHasFlag(y_axis.Flags, ImPlotAxisFlags_NoSideSwitch)) + continue; + if (y_axis.Held && plot.PlotRect.Contains(mouse_pos)) { + const bool opp = ImHasFlag(y_axis.Flags, ImPlotAxisFlags_Opposite); + if (!opp) { + ImRect rect(plot.PlotRect.Max.x - 5, plot.PlotRect.Min.y - 5, + plot.PlotRect.Max.x + 5, plot.PlotRect.Max.y + 5); + if (mouse_pos.x > plot.PlotRect.Min.x + 10) + DrawList.AddRectFilled(rect.Min, rect.Max, y_axis.ColorHov); + if (rect.Contains(mouse_pos)) + y_axis.Flags |= ImPlotAxisFlags_Opposite; + } + else { + ImRect rect(plot.PlotRect.Min.x - 5, plot.PlotRect.Min.y - 5, + plot.PlotRect.Min.x + 5, plot.PlotRect.Max.y + 5); + if (mouse_pos.x < plot.PlotRect.Max.x - 10) + DrawList.AddRectFilled(rect.Min, rect.Max, y_axis.ColorHov); + if (rect.Contains(mouse_pos)) + y_axis.Flags &= ~ImPlotAxisFlags_Opposite; + } + } + } + } + + // reset legend hovers + plot.Items.Legend.Hovered = false; + for (int i = 0; i < plot.Items.GetItemCount(); ++i) + plot.Items.GetItemByIndex(i)->LegendHovered = false; + // render legend + if (!ImHasFlag(plot.Flags, ImPlotFlags_NoLegend) && plot.Items.GetLegendCount() > 0) { + ImPlotLegend& legend = plot.Items.Legend; + const bool legend_out = ImHasFlag(legend.Flags, ImPlotLegendFlags_Outside); + const bool legend_horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal); + const ImVec2 legend_size = CalcLegendSize(plot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz); + const ImVec2 legend_pos = GetLocationPos(legend_out ? plot.FrameRect : plot.PlotRect, + legend_size, + legend.Location, + legend_out ? gp.Style.PlotPadding : gp.Style.LegendPadding); + legend.Rect = ImRect(legend_pos, legend_pos + legend_size); + legend.RectClamped = legend.Rect; + const bool legend_scrollable = ClampLegendRect(legend.RectClamped, + legend_out ? plot.FrameRect : plot.PlotRect, + legend_out ? gp.Style.PlotPadding : gp.Style.LegendPadding + ); + const ImGuiButtonFlags legend_button_flags = ImGuiButtonFlags_AllowOverlap + | ImGuiButtonFlags_PressedOnClick + | ImGuiButtonFlags_PressedOnDoubleClick + | ImGuiButtonFlags_MouseButtonLeft + | ImGuiButtonFlags_MouseButtonRight + | ImGuiButtonFlags_MouseButtonMiddle + | ImGuiButtonFlags_FlattenChildren; + ImGui::KeepAliveID(plot.Items.ID); + ImGui::ButtonBehavior(legend.RectClamped, plot.Items.ID, &legend.Hovered, &legend.Held, legend_button_flags); + legend.Hovered = legend.Hovered || (ImGui::IsWindowHovered() && legend.RectClamped.Contains(IO.MousePos)); + + if (legend_scrollable) { + if (legend.Hovered) { + // ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.Items.ID); + if (IO.MouseWheel != 0.0f) { + ImVec2 max_step = legend.Rect.GetSize() * 0.67f; + float font_size = ImGui::GetCurrentWindow()->CalcFontSize(); + float scroll_step = ImFloor(ImMin(2 * font_size, max_step.x)); + legend.Scroll.x += scroll_step * IO.MouseWheel; + legend.Scroll.y += scroll_step * IO.MouseWheel; + } + } + const ImVec2 min_scroll_offset = legend.RectClamped.GetSize() - legend.Rect.GetSize(); + legend.Scroll.x = ImClamp(legend.Scroll.x, min_scroll_offset.x, 0.0f); + legend.Scroll.y = ImClamp(legend.Scroll.y, min_scroll_offset.y, 0.0f); + const ImVec2 scroll_offset = legend_horz ? ImVec2(legend.Scroll.x, 0) : ImVec2(0, legend.Scroll.y); + ImVec2 legend_offset = legend.RectClamped.Min - legend.Rect.Min + scroll_offset; + legend.Rect.Min += legend_offset; + legend.Rect.Max += legend_offset; + } else { + legend.Scroll = ImVec2(0,0); + } + + const ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); + const ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); + ImGui::PushClipRect(legend.RectClamped.Min, legend.RectClamped.Max, true); + DrawList.AddRectFilled(legend.RectClamped.Min, legend.RectClamped.Max, col_bg); + bool legend_contextable = ShowLegendEntries(plot.Items, legend.Rect, legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList) + && !ImHasFlag(legend.Flags, ImPlotLegendFlags_NoMenus); + DrawList.AddRect(legend.RectClamped.Min, legend.RectClamped.Max, col_bd); + ImGui::PopClipRect(); + + // main ctx menu + if (gp.OpenContextThisFrame && legend_contextable && !ImHasFlag(plot.Flags, ImPlotFlags_NoMenus)) + ImGui::OpenPopup("##LegendContext"); + + if (ImGui::BeginPopup("##LegendContext")) { + ImGui::Text("Legend"); ImGui::Separator(); + if (ShowLegendContextMenu(legend, !ImHasFlag(plot.Flags, ImPlotFlags_NoLegend))) + ImFlipFlag(plot.Flags, ImPlotFlags_NoLegend); + ImGui::EndPopup(); + } + } + else { + plot.Items.Legend.Rect = ImRect(); + } + + // render border + if (render_border) + DrawList.AddRect(plot.PlotRect.Min, plot.PlotRect.Max, GetStyleColorU32(ImPlotCol_PlotBorder), 0, ImDrawFlags_RoundCornersAll, gp.Style.PlotBorderSize); + + // render tags + for (int i = 0; i < gp.Tags.Size; ++i) { + ImPlotTag& tag = gp.Tags.Tags[i]; + ImPlotAxis& axis = plot.Axes[tag.Axis]; + if (!axis.Enabled || !axis.Range.Contains(tag.Value)) + continue; + const char* txt = gp.Tags.GetText(i); + ImVec2 text_size = ImGui::CalcTextSize(txt); + ImVec2 size = text_size + gp.Style.AnnotationPadding * 2; + ImVec2 pos; + axis.Ticker.OverrideSizeLate(size); + float pix = IM_ROUND(axis.PlotToPixels(tag.Value)); + if (axis.Vertical) { + if (axis.IsOpposite()) { + pos = ImVec2(axis.Datum1 + gp.Style.LabelPadding.x, pix - size.y * 0.5f); + DrawList.AddTriangleFilled(ImVec2(axis.Datum1,pix), pos, pos + ImVec2(0,size.y), tag.ColorBg); + } + else { + pos = ImVec2(axis.Datum1 - size.x - gp.Style.LabelPadding.x, pix - size.y * 0.5f); + DrawList.AddTriangleFilled(pos + ImVec2(size.x,0), ImVec2(axis.Datum1,pix), pos+size, tag.ColorBg); + } + } + else { + if (axis.IsOpposite()) { + pos = ImVec2(pix - size.x * 0.5f, axis.Datum1 - size.y - gp.Style.LabelPadding.y ); + DrawList.AddTriangleFilled(pos + ImVec2(0,size.y), pos + size, ImVec2(pix,axis.Datum1), tag.ColorBg); + } + else { + pos = ImVec2(pix - size.x * 0.5f, axis.Datum1 + gp.Style.LabelPadding.y); + DrawList.AddTriangleFilled(pos, ImVec2(pix,axis.Datum1), pos + ImVec2(size.x, 0), tag.ColorBg); + } + } + DrawList.AddRectFilled(pos,pos+size,tag.ColorBg); + DrawList.AddText(pos+gp.Style.AnnotationPadding,tag.ColorFg,txt); + } + + // FIT DATA -------------------------------------------------------------- + const bool axis_equal = ImHasFlag(plot.Flags, ImPlotFlags_Equal); + if (plot.FitThisFrame) { + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { + ImPlotAxis& x_axis = plot.XAxis(i); + if (x_axis.FitThisFrame) { + x_axis.ApplyFit(gp.Style.FitPadding.x); + if (axis_equal && x_axis.OrthoAxis != nullptr) { + double aspect = x_axis.GetAspect(); + ImPlotAxis& y_axis = *x_axis.OrthoAxis; + if (y_axis.FitThisFrame) { + y_axis.ApplyFit(gp.Style.FitPadding.y); + y_axis.FitThisFrame = false; + aspect = ImMax(aspect, y_axis.GetAspect()); + } + x_axis.SetAspect(aspect); + y_axis.SetAspect(aspect); + } + } + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { + ImPlotAxis& y_axis = plot.YAxis(i); + if (y_axis.FitThisFrame) { + y_axis.ApplyFit(gp.Style.FitPadding.y); + if (axis_equal && y_axis.OrthoAxis != nullptr) { + double aspect = y_axis.GetAspect(); + ImPlotAxis& x_axis = *y_axis.OrthoAxis; + if (x_axis.FitThisFrame) { + x_axis.ApplyFit(gp.Style.FitPadding.x); + x_axis.FitThisFrame = false; + aspect = ImMax(x_axis.GetAspect(), aspect); + } + x_axis.SetAspect(aspect); + y_axis.SetAspect(aspect); + } + } + } + plot.FitThisFrame = false; + } + + // CONTEXT MENUS ----------------------------------------------------------- + + ImGui::PushOverrideID(plot.ID); + + const bool can_ctx = gp.OpenContextThisFrame && + !ImHasFlag(plot.Flags, ImPlotFlags_NoMenus) && + !plot.Items.Legend.Hovered; + + + + // main ctx menu + if (can_ctx && plot.Hovered) + ImGui::OpenPopup("##PlotContext"); + if (ImGui::BeginPopup("##PlotContext")) { + ShowPlotContextMenu(plot); + ImGui::EndPopup(); + } + + // axes ctx menus + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + ImGui::PushID(i); + ImPlotAxis& x_axis = plot.XAxis(i); + if (can_ctx && x_axis.Hovered && x_axis.HasMenus()) + ImGui::OpenPopup("##XContext"); + if (ImGui::BeginPopup("##XContext")) { + ImGui::Text(x_axis.HasLabel() ? plot.GetAxisLabel(x_axis) : i == 0 ? "X-Axis" : "X-Axis %d", i + 1); + ImGui::Separator(); + ShowAxisContextMenu(x_axis, axis_equal ? x_axis.OrthoAxis : nullptr, true); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) { + ImGui::PushID(i); + ImPlotAxis& y_axis = plot.YAxis(i); + if (can_ctx && y_axis.Hovered && y_axis.HasMenus()) + ImGui::OpenPopup("##YContext"); + if (ImGui::BeginPopup("##YContext")) { + ImGui::Text(y_axis.HasLabel() ? plot.GetAxisLabel(y_axis) : i == 0 ? "Y-Axis" : "Y-Axis %d", i + 1); + ImGui::Separator(); + ShowAxisContextMenu(y_axis, axis_equal ? y_axis.OrthoAxis : nullptr, false); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + ImGui::PopID(); + + // LINKED AXES ------------------------------------------------------------ + + for (int i = 0; i < ImAxis_COUNT; ++i) + plot.Axes[i].PushLinks(); + + + // CLEANUP ---------------------------------------------------------------- + + // remove items + if (gp.CurrentItems == &plot.Items) + gp.CurrentItems = nullptr; + // reset the plot items for the next frame + for (int i = 0; i < plot.Items.GetItemCount(); ++i) { + plot.Items.GetItemByIndex(i)->SeenThisFrame = false; + } + + // mark the plot as initialized, i.e. having made it through one frame completely + plot.Initialized = true; + // Pop ImGui::PushID at the end of BeginPlot + ImGui::PopID(); + // Reset context for next plot + ResetCtxForNextPlot(GImPlot); + + // setup next subplot + if (gp.CurrentSubplot != nullptr) { + ImGui::PopID(); + SubplotNextCell(); + } +} + +//----------------------------------------------------------------------------- +// BEGIN/END SUBPLOT +//----------------------------------------------------------------------------- + +static const float SUBPLOT_BORDER_SIZE = 1.0f; +static const float SUBPLOT_SPLITTER_HALF_THICKNESS = 4.0f; +static const float SUBPLOT_SPLITTER_FEEDBACK_TIMER = 0.06f; + +void SubplotSetCell(int row, int col) { + ImPlotContext& gp = *GImPlot; + ImPlotSubplot& subplot = *gp.CurrentSubplot; + if (row >= subplot.Rows || col >= subplot.Cols) + return; + float xoff = 0; + float yoff = 0; + for (int c = 0; c < col; ++c) + xoff += subplot.ColRatios[c]; + for (int r = 0; r < row; ++r) + yoff += subplot.RowRatios[r]; + const ImVec2 grid_size = subplot.GridRect.GetSize(); + ImVec2 cpos = subplot.GridRect.Min + ImVec2(xoff*grid_size.x,yoff*grid_size.y); + cpos.x = IM_ROUND(cpos.x); + cpos.y = IM_ROUND(cpos.y); + ImGui::GetCurrentWindow()->DC.CursorPos = cpos; + // set cell size + subplot.CellSize.x = IM_ROUND(subplot.GridRect.GetWidth() * subplot.ColRatios[col]); + subplot.CellSize.y = IM_ROUND(subplot.GridRect.GetHeight() * subplot.RowRatios[row]); + // setup links + const bool lx = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllX); + const bool ly = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkAllY); + const bool lr = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkRows); + const bool lc = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_LinkCols); + + SetNextAxisLinks(ImAxis_X1, lx ? &subplot.ColLinkData[0].Min : lc ? &subplot.ColLinkData[col].Min : nullptr, + lx ? &subplot.ColLinkData[0].Max : lc ? &subplot.ColLinkData[col].Max : nullptr); + SetNextAxisLinks(ImAxis_Y1, ly ? &subplot.RowLinkData[0].Min : lr ? &subplot.RowLinkData[row].Min : nullptr, + ly ? &subplot.RowLinkData[0].Max : lr ? &subplot.RowLinkData[row].Max : nullptr); + // setup alignment + if (!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoAlign)) { + gp.CurrentAlignmentH = &subplot.RowAlignmentData[row]; + gp.CurrentAlignmentV = &subplot.ColAlignmentData[col]; + } + // set idx + if (ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ColMajor)) + subplot.CurrentIdx = col * subplot.Rows + row; + else + subplot.CurrentIdx = row * subplot.Cols + col; +} + +void SubplotSetCell(int idx) { + ImPlotContext& gp = *GImPlot; + ImPlotSubplot& subplot = *gp.CurrentSubplot; + if (idx >= subplot.Rows * subplot.Cols) + return; + int row = 0, col = 0; + if (ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ColMajor)) { + row = idx % subplot.Rows; + col = idx / subplot.Rows; + } + else { + row = idx / subplot.Cols; + col = idx % subplot.Cols; + } + return SubplotSetCell(row, col); +} + +void SubplotNextCell() { + ImPlotContext& gp = *GImPlot; + ImPlotSubplot& subplot = *gp.CurrentSubplot; + SubplotSetCell(++subplot.CurrentIdx); +} + +bool BeginSubplots(const char* title, int rows, int cols, const ImVec2& size, ImPlotSubplotFlags flags, float* row_sizes, float* col_sizes) { + IM_ASSERT_USER_ERROR(rows > 0 && cols > 0, "Invalid sizing arguments!"); + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentSubplot == nullptr, "Mismatched BeginSubplots()/EndSubplots()!"); + ImGuiContext &G = *GImGui; + ImGuiWindow * Window = G.CurrentWindow; + if (Window->SkipItems) + return false; + const ImGuiID ID = Window->GetID(title); + bool just_created = gp.Subplots.GetByKey(ID) == nullptr; + gp.CurrentSubplot = gp.Subplots.GetOrAddByKey(ID); + ImPlotSubplot& subplot = *gp.CurrentSubplot; + subplot.ID = ID; + subplot.Items.ID = ID - 1; + subplot.HasTitle = ImGui::FindRenderedTextEnd(title, nullptr) != title; + // push ID + ImGui::PushID(ID); + + if (just_created) + subplot.Flags = flags; + else if (flags != subplot.PreviousFlags) + subplot.Flags = flags; + subplot.PreviousFlags = flags; + + // check for change in rows and cols + if (subplot.Rows != rows || subplot.Cols != cols) { + subplot.RowAlignmentData.resize(rows); + subplot.RowLinkData.resize(rows); + subplot.RowRatios.resize(rows); + for (int r = 0; r < rows; ++r) { + subplot.RowAlignmentData[r].Reset(); + subplot.RowLinkData[r] = ImPlotRange(0,1); + subplot.RowRatios[r] = 1.0f / rows; + } + subplot.ColAlignmentData.resize(cols); + subplot.ColLinkData.resize(cols); + subplot.ColRatios.resize(cols); + for (int c = 0; c < cols; ++c) { + subplot.ColAlignmentData[c].Reset(); + subplot.ColLinkData[c] = ImPlotRange(0,1); + subplot.ColRatios[c] = 1.0f / cols; + } + } + // check incoming size requests + float row_sum = 0, col_sum = 0; + if (row_sizes != nullptr) { + row_sum = ImSum(row_sizes, rows); + for (int r = 0; r < rows; ++r) + subplot.RowRatios[r] = row_sizes[r] / row_sum; + } + if (col_sizes != nullptr) { + col_sum = ImSum(col_sizes, cols); + for (int c = 0; c < cols; ++c) + subplot.ColRatios[c] = col_sizes[c] / col_sum; + } + subplot.Rows = rows; + subplot.Cols = cols; + + // calc plot frame sizes + ImVec2 title_size(0.0f, 0.0f); + if (!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoTitle)) + title_size = ImGui::CalcTextSize(title, nullptr, true); + const float pad_top = title_size.x > 0.0f ? title_size.y + gp.Style.LabelPadding.y : 0; + const ImVec2 half_pad = gp.Style.PlotPadding/2; + const ImVec2 frame_size = ImGui::CalcItemSize(size, gp.Style.PlotDefaultSize.x, gp.Style.PlotDefaultSize.y); + subplot.FrameRect = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size); + subplot.GridRect.Min = subplot.FrameRect.Min + half_pad + ImVec2(0,pad_top); + subplot.GridRect.Max = subplot.FrameRect.Max - half_pad; + subplot.FrameHovered = subplot.FrameRect.Contains(ImGui::GetMousePos()) && ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows|ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); + + // outside legend adjustments (TODO: make function) + const bool share_items = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems); + if (share_items) + gp.CurrentItems = &subplot.Items; + if (share_items && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoLegend) && subplot.Items.GetLegendCount() > 0) { + ImPlotLegend& legend = subplot.Items.Legend; + const bool horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal); + const ImVec2 legend_size = CalcLegendSize(subplot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !horz); + const bool west = ImHasFlag(legend.Location, ImPlotLocation_West) && !ImHasFlag(legend.Location, ImPlotLocation_East); + const bool east = ImHasFlag(legend.Location, ImPlotLocation_East) && !ImHasFlag(legend.Location, ImPlotLocation_West); + const bool north = ImHasFlag(legend.Location, ImPlotLocation_North) && !ImHasFlag(legend.Location, ImPlotLocation_South); + const bool south = ImHasFlag(legend.Location, ImPlotLocation_South) && !ImHasFlag(legend.Location, ImPlotLocation_North); + if ((west && !horz) || (west && horz && !north && !south)) + subplot.GridRect.Min.x += (legend_size.x + gp.Style.LegendPadding.x); + if ((east && !horz) || (east && horz && !north && !south)) + subplot.GridRect.Max.x -= (legend_size.x + gp.Style.LegendPadding.x); + if ((north && horz) || (north && !horz && !west && !east)) + subplot.GridRect.Min.y += (legend_size.y + gp.Style.LegendPadding.y); + if ((south && horz) || (south && !horz && !west && !east)) + subplot.GridRect.Max.y -= (legend_size.y + gp.Style.LegendPadding.y); + } + + // render single background frame + ImGui::RenderFrame(subplot.FrameRect.Min, subplot.FrameRect.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, ImGui::GetStyle().FrameRounding); + // render title + if (title_size.x > 0.0f && !ImHasFlag(subplot.Flags, ImPlotFlags_NoTitle)) { + const ImU32 col = GetStyleColorU32(ImPlotCol_TitleText); + AddTextCentered(ImGui::GetWindowDrawList(),ImVec2(subplot.GridRect.GetCenter().x, subplot.GridRect.Min.y - pad_top + half_pad.y),col,title); + } + + // render splitters + if (!ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoResize)) { + ImDrawList& DrawList = *ImGui::GetWindowDrawList(); + const ImU32 hov_col = ImGui::ColorConvertFloat4ToU32(GImGui->Style.Colors[ImGuiCol_SeparatorHovered]); + const ImU32 act_col = ImGui::ColorConvertFloat4ToU32(GImGui->Style.Colors[ImGuiCol_SeparatorActive]); + float xpos = subplot.GridRect.Min.x; + float ypos = subplot.GridRect.Min.y; + int separator = 1; + // bool pass = false; + for (int r = 0; r < subplot.Rows-1; ++r) { + ypos += subplot.RowRatios[r] * subplot.GridRect.GetHeight(); + const ImGuiID sep_id = subplot.ID + separator; + ImGui::KeepAliveID(sep_id); + const ImRect sep_bb = ImRect(subplot.GridRect.Min.x, ypos-SUBPLOT_SPLITTER_HALF_THICKNESS, subplot.GridRect.Max.x, ypos+SUBPLOT_SPLITTER_HALF_THICKNESS); + bool sep_hov = false, sep_hld = false; + const bool sep_clk = ImGui::ButtonBehavior(sep_bb, sep_id, &sep_hov, &sep_hld, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + if ((sep_hov && G.HoveredIdTimer > SUBPLOT_SPLITTER_FEEDBACK_TIMER) || sep_hld) { + if (sep_clk && ImGui::IsMouseDoubleClicked(0)) { + float p = (subplot.RowRatios[r] + subplot.RowRatios[r+1])/2; + subplot.RowRatios[r] = subplot.RowRatios[r+1] = p; + } + if (sep_clk) { + subplot.TempSizes[0] = subplot.RowRatios[r]; + subplot.TempSizes[1] = subplot.RowRatios[r+1]; + } + if (sep_hld) { + float dp = ImGui::GetMouseDragDelta(0).y / subplot.GridRect.GetHeight(); + if (subplot.TempSizes[0] + dp > 0.1f && subplot.TempSizes[1] - dp > 0.1f) { + subplot.RowRatios[r] = subplot.TempSizes[0] + dp; + subplot.RowRatios[r+1] = subplot.TempSizes[1] - dp; + } + } + DrawList.AddLine(ImVec2(IM_ROUND(subplot.GridRect.Min.x),IM_ROUND(ypos)), + ImVec2(IM_ROUND(subplot.GridRect.Max.x),IM_ROUND(ypos)), + sep_hld ? act_col : hov_col, SUBPLOT_BORDER_SIZE); + ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS); + } + separator++; + } + for (int c = 0; c < subplot.Cols-1; ++c) { + xpos += subplot.ColRatios[c] * subplot.GridRect.GetWidth(); + const ImGuiID sep_id = subplot.ID + separator; + ImGui::KeepAliveID(sep_id); + const ImRect sep_bb = ImRect(xpos-SUBPLOT_SPLITTER_HALF_THICKNESS, subplot.GridRect.Min.y, xpos+SUBPLOT_SPLITTER_HALF_THICKNESS, subplot.GridRect.Max.y); + bool sep_hov = false, sep_hld = false; + const bool sep_clk = ImGui::ButtonBehavior(sep_bb, sep_id, &sep_hov, &sep_hld, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + if ((sep_hov && G.HoveredIdTimer > SUBPLOT_SPLITTER_FEEDBACK_TIMER) || sep_hld) { + if (sep_clk && ImGui::IsMouseDoubleClicked(0)) { + float p = (subplot.ColRatios[c] + subplot.ColRatios[c+1])/2; + subplot.ColRatios[c] = subplot.ColRatios[c+1] = p; + } + if (sep_clk) { + subplot.TempSizes[0] = subplot.ColRatios[c]; + subplot.TempSizes[1] = subplot.ColRatios[c+1]; + } + if (sep_hld) { + float dp = ImGui::GetMouseDragDelta(0).x / subplot.GridRect.GetWidth(); + if (subplot.TempSizes[0] + dp > 0.1f && subplot.TempSizes[1] - dp > 0.1f) { + subplot.ColRatios[c] = subplot.TempSizes[0] + dp; + subplot.ColRatios[c+1] = subplot.TempSizes[1] - dp; + } + } + DrawList.AddLine(ImVec2(IM_ROUND(xpos),IM_ROUND(subplot.GridRect.Min.y)), + ImVec2(IM_ROUND(xpos),IM_ROUND(subplot.GridRect.Max.y)), + sep_hld ? act_col : hov_col, SUBPLOT_BORDER_SIZE); + ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + separator++; + } + } + + // set outgoing sizes + if (row_sizes != nullptr) { + for (int r = 0; r < rows; ++r) + row_sizes[r] = subplot.RowRatios[r] * row_sum; + } + if (col_sizes != nullptr) { + for (int c = 0; c < cols; ++c) + col_sizes[c] = subplot.ColRatios[c] * col_sum; + } + + // push styling + PushStyleColor(ImPlotCol_FrameBg, IM_COL32_BLACK_TRANS); + PushStyleVar(ImPlotStyleVar_PlotPadding, half_pad); + PushStyleVar(ImPlotStyleVar_PlotMinSize, ImVec2(0,0)); + ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize,0); + + // set initial cursor pos + Window->DC.CursorPos = subplot.GridRect.Min; + // begin alignments + for (int r = 0; r < subplot.Rows; ++r) + subplot.RowAlignmentData[r].Begin(); + for (int c = 0; c < subplot.Cols; ++c) + subplot.ColAlignmentData[c].Begin(); + // clear legend data + subplot.Items.Legend.Reset(); + // Setup first subplot + SubplotSetCell(0,0); + return true; +} + +void EndSubplots() { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentSubplot != nullptr, "Mismatched BeginSubplots()/EndSubplots()!"); + ImPlotSubplot& subplot = *gp.CurrentSubplot; + const ImGuiIO& IO = ImGui::GetIO(); + // set alignments + for (int r = 0; r < subplot.Rows; ++r) + subplot.RowAlignmentData[r].End(); + for (int c = 0; c < subplot.Cols; ++c) + subplot.ColAlignmentData[c].End(); + // pop styling + PopStyleColor(); + PopStyleVar(); + PopStyleVar(); + ImGui::PopStyleVar(); + // legend + subplot.Items.Legend.Hovered = false; + for (int i = 0; i < subplot.Items.GetItemCount(); ++i) + subplot.Items.GetItemByIndex(i)->LegendHovered = false; + // render legend + const bool share_items = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems); + ImDrawList& DrawList = *ImGui::GetWindowDrawList(); + if (share_items && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoLegend) && subplot.Items.GetLegendCount() > 0) { + ImPlotLegend& legend = subplot.Items.Legend; + const bool legend_horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal); + const ImVec2 legend_size = CalcLegendSize(subplot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz); + const ImVec2 legend_pos = GetLocationPos(subplot.FrameRect, legend_size, legend.Location, gp.Style.PlotPadding); + legend.Rect = ImRect(legend_pos, legend_pos + legend_size); + legend.RectClamped = legend.Rect; + const bool legend_scrollable = ClampLegendRect(legend.RectClamped,subplot.FrameRect, gp.Style.PlotPadding); + const ImGuiButtonFlags legend_button_flags = ImGuiButtonFlags_AllowOverlap + | ImGuiButtonFlags_PressedOnClick + | ImGuiButtonFlags_PressedOnDoubleClick + | ImGuiButtonFlags_MouseButtonLeft + | ImGuiButtonFlags_MouseButtonRight + | ImGuiButtonFlags_MouseButtonMiddle + | ImGuiButtonFlags_FlattenChildren; + ImGui::KeepAliveID(subplot.Items.ID); + ImGui::ButtonBehavior(legend.RectClamped, subplot.Items.ID, &legend.Hovered, &legend.Held, legend_button_flags); + legend.Hovered = legend.Hovered || (subplot.FrameHovered && legend.RectClamped.Contains(ImGui::GetIO().MousePos)); + + if (legend_scrollable) { + if (legend.Hovered) { + // ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, subplot.Items.ID); + if (IO.MouseWheel != 0.0f) { + ImVec2 max_step = legend.Rect.GetSize() * 0.67f; + float font_size = ImGui::GetCurrentWindow()->CalcFontSize(); + float scroll_step = ImFloor(ImMin(2 * font_size, max_step.x)); + legend.Scroll.x += scroll_step * IO.MouseWheel; + legend.Scroll.y += scroll_step * IO.MouseWheel; + } + } + const ImVec2 min_scroll_offset = legend.RectClamped.GetSize() - legend.Rect.GetSize(); + legend.Scroll.x = ImClamp(legend.Scroll.x, min_scroll_offset.x, 0.0f); + legend.Scroll.y = ImClamp(legend.Scroll.y, min_scroll_offset.y, 0.0f); + const ImVec2 scroll_offset = legend_horz ? ImVec2(legend.Scroll.x, 0) : ImVec2(0, legend.Scroll.y); + ImVec2 legend_offset = legend.RectClamped.Min - legend.Rect.Min + scroll_offset; + legend.Rect.Min += legend_offset; + legend.Rect.Max += legend_offset; + } else { + legend.Scroll = ImVec2(0,0); + } + + const ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); + const ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); + ImGui::PushClipRect(legend.RectClamped.Min, legend.RectClamped.Max, true); + DrawList.AddRectFilled(legend.RectClamped.Min, legend.RectClamped.Max, col_bg); + bool legend_contextable = ShowLegendEntries(subplot.Items, legend.Rect, legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList) + && !ImHasFlag(legend.Flags, ImPlotLegendFlags_NoMenus); + DrawList.AddRect(legend.RectClamped.Min, legend.RectClamped.Max, col_bd); + ImGui::PopClipRect(); + + if (legend_contextable && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoMenus) && ImGui::GetIO().MouseReleased[gp.InputMap.Menu]) + ImGui::OpenPopup("##LegendContext"); + if (ImGui::BeginPopup("##LegendContext")) { + ImGui::Text("Legend"); ImGui::Separator(); + if (ShowLegendContextMenu(legend, !ImHasFlag(subplot.Flags, ImPlotFlags_NoLegend))) + ImFlipFlag(subplot.Flags, ImPlotFlags_NoLegend); + ImGui::EndPopup(); + } + } + else { + subplot.Items.Legend.Rect = ImRect(); + } + // remove items + if (gp.CurrentItems == &subplot.Items) + gp.CurrentItems = nullptr; + // reset the plot items for the next frame (TODO: put this elswhere) + for (int i = 0; i < subplot.Items.GetItemCount(); ++i) { + subplot.Items.GetItemByIndex(i)->SeenThisFrame = false; + } + // pop id + ImGui::PopID(); + // set DC back correctly + GImGui->CurrentWindow->DC.CursorPos = subplot.FrameRect.Min; + ImGui::Dummy(subplot.FrameRect.GetSize()); + ResetCtxForNextSubplot(GImPlot); + +} + +//----------------------------------------------------------------------------- +// [SECTION] Plot Utils +//----------------------------------------------------------------------------- + +void SetAxis(ImAxis axis) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "SetAxis() needs to be called between BeginPlot() and EndPlot()!"); + IM_ASSERT_USER_ERROR(axis >= ImAxis_X1 && axis < ImAxis_COUNT, "Axis index out of bounds!"); + IM_ASSERT_USER_ERROR(gp.CurrentPlot->Axes[axis].Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + SetupLock(); + if (axis < ImAxis_Y1) + gp.CurrentPlot->CurrentX = axis; + else + gp.CurrentPlot->CurrentY = axis; +} + +void SetAxes(ImAxis x_idx, ImAxis y_idx) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "SetAxes() needs to be called between BeginPlot() and EndPlot()!"); + IM_ASSERT_USER_ERROR(x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1, "X-Axis index out of bounds!"); + IM_ASSERT_USER_ERROR(y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT, "Y-Axis index out of bounds!"); + IM_ASSERT_USER_ERROR(gp.CurrentPlot->Axes[x_idx].Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + IM_ASSERT_USER_ERROR(gp.CurrentPlot->Axes[y_idx].Enabled, "Axis is not enabled! Did you forget to call SetupAxis()?"); + SetupLock(); + gp.CurrentPlot->CurrentX = x_idx; + gp.CurrentPlot->CurrentY = y_idx; +} + +ImPlotPoint PixelsToPlot(float x, float y, ImAxis x_idx, ImAxis y_idx) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PixelsToPlot() needs to be called between BeginPlot() and EndPlot()!"); + IM_ASSERT_USER_ERROR(x_idx == IMPLOT_AUTO || (x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1), "X-Axis index out of bounds!"); + IM_ASSERT_USER_ERROR(y_idx == IMPLOT_AUTO || (y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT), "Y-Axis index out of bounds!"); + SetupLock(); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& x_axis = x_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentX] : plot.Axes[x_idx]; + ImPlotAxis& y_axis = y_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentY] : plot.Axes[y_idx]; + return ImPlotPoint( x_axis.PixelsToPlot(x), y_axis.PixelsToPlot(y) ); +} + +ImPlotPoint PixelsToPlot(const ImVec2& pix, ImAxis x_idx, ImAxis y_idx) { + return PixelsToPlot(pix.x, pix.y, x_idx, y_idx); +} + +ImVec2 PlotToPixels(double x, double y, ImAxis x_idx, ImAxis y_idx) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PlotToPixels() needs to be called between BeginPlot() and EndPlot()!"); + IM_ASSERT_USER_ERROR(x_idx == IMPLOT_AUTO || (x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1), "X-Axis index out of bounds!"); + IM_ASSERT_USER_ERROR(y_idx == IMPLOT_AUTO || (y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT), "Y-Axis index out of bounds!"); + SetupLock(); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& x_axis = x_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentX] : plot.Axes[x_idx]; + ImPlotAxis& y_axis = y_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentY] : plot.Axes[y_idx]; + return ImVec2( x_axis.PlotToPixels(x), y_axis.PlotToPixels(y) ); +} + +ImVec2 PlotToPixels(const ImPlotPoint& plt, ImAxis x_idx, ImAxis y_idx) { + return PlotToPixels(plt.x, plt.y, x_idx, y_idx); +} + +ImVec2 GetPlotPos() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotPos() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + return gp.CurrentPlot->PlotRect.Min; +} + +ImVec2 GetPlotSize() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotSize() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + return gp.CurrentPlot->PlotRect.GetSize(); +} + +ImPlotPoint GetPlotMousePos(ImAxis x_idx, ImAxis y_idx) { + IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "GetPlotMousePos() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + return PixelsToPlot(ImGui::GetMousePos(), x_idx, y_idx); +} + +ImPlotRect GetPlotLimits(ImAxis x_idx, ImAxis y_idx) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotLimits() needs to be called between BeginPlot() and EndPlot()!"); + IM_ASSERT_USER_ERROR(x_idx == IMPLOT_AUTO || (x_idx >= ImAxis_X1 && x_idx < ImAxis_Y1), "X-Axis index out of bounds!"); + IM_ASSERT_USER_ERROR(y_idx == IMPLOT_AUTO || (y_idx >= ImAxis_Y1 && y_idx < ImAxis_COUNT), "Y-Axis index out of bounds!"); + SetupLock(); + ImPlotPlot& plot = *gp.CurrentPlot; + ImPlotAxis& x_axis = x_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentX] : plot.Axes[x_idx]; + ImPlotAxis& y_axis = y_idx == IMPLOT_AUTO ? plot.Axes[plot.CurrentY] : plot.Axes[y_idx]; + ImPlotRect limits; + limits.X = x_axis.Range; + limits.Y = y_axis.Range; + return limits; +} + +bool IsPlotHovered() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "IsPlotHovered() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + return gp.CurrentPlot->Hovered; +} + +bool IsAxisHovered(ImAxis axis) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "IsPlotXAxisHovered() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + return gp.CurrentPlot->Axes[axis].Hovered; +} + +bool IsSubplotsHovered() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentSubplot != nullptr, "IsSubplotsHovered() needs to be called between BeginSubplots() and EndSubplots()!"); + return gp.CurrentSubplot->FrameHovered; +} + +bool IsPlotSelected() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "IsPlotSelected() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + return gp.CurrentPlot->Selected; +} + +ImPlotRect GetPlotSelection(ImAxis x_idx, ImAxis y_idx) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "GetPlotSelection() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + ImPlotPlot& plot = *gp.CurrentPlot; + if (!plot.Selected) + return ImPlotRect(0,0,0,0); + ImPlotPoint p1 = PixelsToPlot(plot.SelectRect.Min + plot.PlotRect.Min, x_idx, y_idx); + ImPlotPoint p2 = PixelsToPlot(plot.SelectRect.Max + plot.PlotRect.Min, x_idx, y_idx); + ImPlotRect result; + result.X.Min = ImMin(p1.x, p2.x); + result.X.Max = ImMax(p1.x, p2.x); + result.Y.Min = ImMin(p1.y, p2.y); + result.Y.Max = ImMax(p1.y, p2.y); + return result; +} + +void CancelPlotSelection() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "CancelPlotSelection() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + ImPlotPlot& plot = *gp.CurrentPlot; + if (plot.Selected) + plot.Selected = plot.Selecting = false; +} + +void HideNextItem(bool hidden, ImPlotCond cond) { + ImPlotContext& gp = *GImPlot; + gp.NextItemData.HasHidden = true; + gp.NextItemData.Hidden = hidden; + gp.NextItemData.HiddenCond = cond; +} + +//----------------------------------------------------------------------------- +// [SECTION] Plot Tools +//----------------------------------------------------------------------------- + +void Annotation(double x, double y, const ImVec4& col, const ImVec2& offset, bool clamp, bool round) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "Annotation() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + char x_buff[IMPLOT_LABEL_MAX_SIZE]; + char y_buff[IMPLOT_LABEL_MAX_SIZE]; + ImPlotAxis& x_axis = gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentX]; + ImPlotAxis& y_axis = gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentY]; + LabelAxisValue(x_axis, x, x_buff, sizeof(x_buff), round); + LabelAxisValue(y_axis, y, y_buff, sizeof(y_buff), round); + Annotation(x,y,col,offset,clamp,"%s, %s",x_buff,y_buff); +} + +void AnnotationV(double x, double y, const ImVec4& col, const ImVec2& offset, bool clamp, const char* fmt, va_list args) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "Annotation() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + ImVec2 pos = PlotToPixels(x,y,IMPLOT_AUTO,IMPLOT_AUTO); + ImU32 bg = ImGui::GetColorU32(col); + ImU32 fg = col.w == 0 ? GetStyleColorU32(ImPlotCol_InlayText) : CalcTextColor(col); + gp.Annotations.AppendV(pos, offset, bg, fg, clamp, fmt, args); +} + +void Annotation(double x, double y, const ImVec4& col, const ImVec2& offset, bool clamp, const char* fmt, ...) { + va_list args; + va_start(args, fmt); + AnnotationV(x,y,col,offset,clamp,fmt,args); + va_end(args); +} + +void TagV(ImAxis axis, double v, const ImVec4& col, const char* fmt, va_list args) { + ImPlotContext& gp = *GImPlot; + SetupLock(); + ImU32 bg = ImGui::GetColorU32(col); + ImU32 fg = col.w == 0 ? GetStyleColorU32(ImPlotCol_AxisText) : CalcTextColor(col); + gp.Tags.AppendV(axis,v,bg,fg,fmt,args); +} + +void Tag(ImAxis axis, double v, const ImVec4& col, const char* fmt, ...) { + va_list args; + va_start(args, fmt); + TagV(axis,v,col,fmt,args); + va_end(args); +} + +void Tag(ImAxis axis, double v, const ImVec4& color, bool round) { + ImPlotContext& gp = *GImPlot; + SetupLock(); + char buff[IMPLOT_LABEL_MAX_SIZE]; + ImPlotAxis& ax = gp.CurrentPlot->Axes[axis]; + LabelAxisValue(ax, v, buff, sizeof(buff), round); + Tag(axis,v,color,"%s",buff); +} + +IMPLOT_API void TagX(double x, const ImVec4& color, bool round) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagX() needs to be called between BeginPlot() and EndPlot()!"); + Tag(gp.CurrentPlot->CurrentX, x, color, round); +} + +IMPLOT_API void TagX(double x, const ImVec4& color, const char* fmt, ...) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagX() needs to be called between BeginPlot() and EndPlot()!"); + va_list args; + va_start(args, fmt); + TagV(gp.CurrentPlot->CurrentX,x,color,fmt,args); + va_end(args); +} + +IMPLOT_API void TagXV(double x, const ImVec4& color, const char* fmt, va_list args) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagX() needs to be called between BeginPlot() and EndPlot()!"); + TagV(gp.CurrentPlot->CurrentX, x, color, fmt, args); +} + +IMPLOT_API void TagY(double y, const ImVec4& color, bool round) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagY() needs to be called between BeginPlot() and EndPlot()!"); + Tag(gp.CurrentPlot->CurrentY, y, color, round); +} + +IMPLOT_API void TagY(double y, const ImVec4& color, const char* fmt, ...) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagY() needs to be called between BeginPlot() and EndPlot()!"); + va_list args; + va_start(args, fmt); + TagV(gp.CurrentPlot->CurrentY,y,color,fmt,args); + va_end(args); +} + +IMPLOT_API void TagYV(double y, const ImVec4& color, const char* fmt, va_list args) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "TagY() needs to be called between BeginPlot() and EndPlot()!"); + TagV(gp.CurrentPlot->CurrentY, y, color, fmt, args); +} + +static const float DRAG_GRAB_HALF_SIZE = 4.0f; + +bool DragPoint(int n_id, double* x, double* y, const ImVec4& col, float radius, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { + ImGui::PushID("#IMPLOT_DRAG_POINT"); + IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "DragPoint() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + + if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) { + FitPoint(ImPlotPoint(*x,*y)); + } + + const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs); + const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors); + const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed); + const float grab_half_size = ImMax(DRAG_GRAB_HALF_SIZE, radius); + const ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col; + const ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color); + + ImVec2 pos = PlotToPixels(*x,*y,IMPLOT_AUTO,IMPLOT_AUTO); + const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id); + ImRect rect(pos.x-grab_half_size,pos.y-grab_half_size,pos.x+grab_half_size,pos.y+grab_half_size); + bool hovered = false, held = false; + + ImGui::KeepAliveID(id); + if (input) { + bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } + + bool modified = false; + if (held && ImGui::IsMouseDragging(0)) { + *x = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; + *y = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; + modified = true; + } + + PushPlotClipRect(); + ImDrawList& DrawList = *GetPlotDrawList(); + if ((hovered || held) && show_curs) + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (modified && no_delay) + pos = PlotToPixels(*x,*y,IMPLOT_AUTO,IMPLOT_AUTO); + DrawList.AddCircleFilled(pos, radius, col32); + PopPlotClipRect(); + + ImGui::PopID(); + return modified; +} + +bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { + // ImGui::PushID("#IMPLOT_DRAG_LINE_X"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "DragLineX() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + + if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) { + FitPointX(*value); + } + + const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs); + const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors); + const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed); + const float grab_half_size = ImMax(DRAG_GRAB_HALF_SIZE, thickness/2); + float yt = gp.CurrentPlot->PlotRect.Min.y; + float yb = gp.CurrentPlot->PlotRect.Max.y; + float x = IM_ROUND(PlotToPixels(*value,0,IMPLOT_AUTO,IMPLOT_AUTO).x); + const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id); + ImRect rect(x-grab_half_size,yt,x+grab_half_size,yb); + bool hovered = false, held = false; + + ImGui::KeepAliveID(id); + if (input) { + bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } + + if ((hovered || held) && show_curs) + ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); + + float len = gp.Style.MajorTickLen.x; + ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col; + ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color); + + bool modified = false; + if (held && ImGui::IsMouseDragging(0)) { + *value = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; + modified = true; + } + + PushPlotClipRect(); + ImDrawList& DrawList = *GetPlotDrawList(); + if (modified && no_delay) + x = IM_ROUND(PlotToPixels(*value,0,IMPLOT_AUTO,IMPLOT_AUTO).x); + DrawList.AddLine(ImVec2(x,yt), ImVec2(x,yb), col32, thickness); + DrawList.AddLine(ImVec2(x,yt), ImVec2(x,yt+len), col32, 3*thickness); + DrawList.AddLine(ImVec2(x,yb), ImVec2(x,yb-len), col32, 3*thickness); + PopPlotClipRect(); + + // ImGui::PopID(); + return modified; +} + +bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { + ImGui::PushID("#IMPLOT_DRAG_LINE_Y"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "DragLineY() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + + if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) { + FitPointY(*value); + } + + const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs); + const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors); + const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed); + const float grab_half_size = ImMax(DRAG_GRAB_HALF_SIZE, thickness/2); + float xl = gp.CurrentPlot->PlotRect.Min.x; + float xr = gp.CurrentPlot->PlotRect.Max.x; + float y = IM_ROUND(PlotToPixels(0, *value,IMPLOT_AUTO,IMPLOT_AUTO).y); + + const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id); + ImRect rect(xl,y-grab_half_size,xr,y+grab_half_size); + bool hovered = false, held = false; + + ImGui::KeepAliveID(id); + if (input) { + bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } + + if ((hovered || held) && show_curs) + ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS); + + float len = gp.Style.MajorTickLen.y; + ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col; + ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color); + + bool modified = false; + if (held && ImGui::IsMouseDragging(0)) { + *value = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; + modified = true; + } + + PushPlotClipRect(); + ImDrawList& DrawList = *GetPlotDrawList(); + if (modified && no_delay) + y = IM_ROUND(PlotToPixels(0, *value,IMPLOT_AUTO,IMPLOT_AUTO).y); + DrawList.AddLine(ImVec2(xl,y), ImVec2(xr,y), col32, thickness); + DrawList.AddLine(ImVec2(xl,y), ImVec2(xl+len,y), col32, 3*thickness); + DrawList.AddLine(ImVec2(xr,y), ImVec2(xr-len,y), col32, 3*thickness); + PopPlotClipRect(); + + ImGui::PopID(); + return modified; +} + +bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_max, const ImVec4& col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { + ImGui::PushID("#IMPLOT_DRAG_RECT"); + IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "DragRect() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + + if (!ImHasFlag(flags,ImPlotDragToolFlags_NoFit) && FitThisFrame()) { + FitPoint(ImPlotPoint(*x_min,*y_min)); + FitPoint(ImPlotPoint(*x_max,*y_max)); + } + + const bool input = !ImHasFlag(flags, ImPlotDragToolFlags_NoInputs); + const bool show_curs = !ImHasFlag(flags, ImPlotDragToolFlags_NoCursors); + const bool no_delay = !ImHasFlag(flags, ImPlotDragToolFlags_Delayed); + bool h[] = {true,false,true,false}; + double* x[] = {x_min,x_max,x_max,x_min}; + double* y[] = {y_min,y_min,y_max,y_max}; + ImVec2 p[4]; + for (int i = 0; i < 4; ++i) + p[i] = PlotToPixels(*x[i],*y[i],IMPLOT_AUTO,IMPLOT_AUTO); + ImVec2 pc = PlotToPixels((*x_min+*x_max)/2,(*y_min+*y_max)/2,IMPLOT_AUTO,IMPLOT_AUTO); + ImRect rect(ImMin(p[0],p[2]),ImMax(p[0],p[2])); + ImRect rect_grab = rect; rect_grab.Expand(DRAG_GRAB_HALF_SIZE); + + ImGuiMouseCursor cur[4]; + if (show_curs) { + cur[0] = (rect.Min.x == p[0].x && rect.Min.y == p[0].y) || (rect.Max.x == p[0].x && rect.Max.y == p[0].y) ? ImGuiMouseCursor_ResizeNWSE : ImGuiMouseCursor_ResizeNESW; + cur[1] = cur[0] == ImGuiMouseCursor_ResizeNWSE ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + cur[2] = cur[1] == ImGuiMouseCursor_ResizeNWSE ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + cur[3] = cur[2] == ImGuiMouseCursor_ResizeNWSE ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + } + + ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col; + ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color); + color.w *= 0.25f; + ImU32 col32_a = ImGui::ColorConvertFloat4ToU32(color); + const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id); + + bool modified = false; + bool clicked = false, hovered = false, held = false; + ImRect b_rect(pc.x-DRAG_GRAB_HALF_SIZE,pc.y-DRAG_GRAB_HALF_SIZE,pc.x+DRAG_GRAB_HALF_SIZE,pc.y+DRAG_GRAB_HALF_SIZE); + + ImGui::KeepAliveID(id); + if (input) { + // middle point + clicked = ImGui::ButtonBehavior(b_rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } + + if ((hovered || held) && show_curs) + ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll); + if (held && ImGui::IsMouseDragging(0)) { + for (int i = 0; i < 4; ++i) { + ImPlotPoint pp = PixelsToPlot(p[i] + ImGui::GetIO().MouseDelta,IMPLOT_AUTO,IMPLOT_AUTO); + *y[i] = pp.y; + *x[i] = pp.x; + } + modified = true; + } + + for (int i = 0; i < 4; ++i) { + // points + b_rect = ImRect(p[i].x-DRAG_GRAB_HALF_SIZE,p[i].y-DRAG_GRAB_HALF_SIZE,p[i].x+DRAG_GRAB_HALF_SIZE,p[i].y+DRAG_GRAB_HALF_SIZE); + ImGuiID p_id = id + i + 1; + ImGui::KeepAliveID(p_id); + if (input) { + clicked = ImGui::ButtonBehavior(b_rect,p_id,&hovered,&held); + if (out_clicked) *out_clicked = *out_clicked || clicked; + if (out_hovered) *out_hovered = *out_hovered || hovered; + if (out_held) *out_held = *out_held || held; + } + if ((hovered || held) && show_curs) + ImGui::SetMouseCursor(cur[i]); + + if (held && ImGui::IsMouseDragging(0)) { + *x[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; + *y[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; + modified = true; + } + + // edges + ImVec2 e_min = ImMin(p[i],p[(i+1)%4]); + ImVec2 e_max = ImMax(p[i],p[(i+1)%4]); + b_rect = h[i] ? ImRect(e_min.x + DRAG_GRAB_HALF_SIZE, e_min.y - DRAG_GRAB_HALF_SIZE, e_max.x - DRAG_GRAB_HALF_SIZE, e_max.y + DRAG_GRAB_HALF_SIZE) + : ImRect(e_min.x - DRAG_GRAB_HALF_SIZE, e_min.y + DRAG_GRAB_HALF_SIZE, e_max.x + DRAG_GRAB_HALF_SIZE, e_max.y - DRAG_GRAB_HALF_SIZE); + ImGuiID e_id = id + i + 5; + ImGui::KeepAliveID(e_id); + if (input) { + clicked = ImGui::ButtonBehavior(b_rect,e_id,&hovered,&held); + if (out_clicked) *out_clicked = *out_clicked || clicked; + if (out_hovered) *out_hovered = *out_hovered || hovered; + if (out_held) *out_held = *out_held || held; + } + if ((hovered || held) && show_curs) + h[i] ? ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); + if (held && ImGui::IsMouseDragging(0)) { + if (h[i]) + *y[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; + else + *x[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; + modified = true; + } + if (hovered && ImGui::IsMouseDoubleClicked(0)) + { + ImPlotRect b = GetPlotLimits(IMPLOT_AUTO,IMPLOT_AUTO); + if (h[i]) + *y[i] = ((y[i] == y_min && *y_min < *y_max) || (y[i] == y_max && *y_max < *y_min)) ? b.Y.Min : b.Y.Max; + else + *x[i] = ((x[i] == x_min && *x_min < *x_max) || (x[i] == x_max && *x_max < *x_min)) ? b.X.Min : b.X.Max; + modified = true; + } + } + + const bool mouse_inside = rect_grab.Contains(ImGui::GetMousePos()); + const bool mouse_clicked = ImGui::IsMouseClicked(0); + const bool mouse_down = ImGui::IsMouseDown(0); + if (input && mouse_inside) { + if (out_clicked) *out_clicked = *out_clicked || mouse_clicked; + if (out_hovered) *out_hovered = true; + if (out_held) *out_held = *out_held || mouse_down; + } + + PushPlotClipRect(); + ImDrawList& DrawList = *GetPlotDrawList(); + if (modified && no_delay) { + for (int i = 0; i < 4; ++i) + p[i] = PlotToPixels(*x[i],*y[i],IMPLOT_AUTO,IMPLOT_AUTO); + pc = PlotToPixels((*x_min+*x_max)/2,(*y_min+*y_max)/2,IMPLOT_AUTO,IMPLOT_AUTO); + rect = ImRect(ImMin(p[0],p[2]),ImMax(p[0],p[2])); + } + DrawList.AddRectFilled(rect.Min, rect.Max, col32_a); + DrawList.AddRect(rect.Min, rect.Max, col32); + if (input && (modified || mouse_inside)) { + DrawList.AddCircleFilled(pc,DRAG_GRAB_HALF_SIZE,col32); + for (int i = 0; i < 4; ++i) + DrawList.AddCircleFilled(p[i],DRAG_GRAB_HALF_SIZE,col32); + } + PopPlotClipRect(); + ImGui::PopID(); + return modified; +} + +bool DragRect(int id, ImPlotRect* bounds, const ImVec4& col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { + return DragRect(id, &bounds->X.Min, &bounds->Y.Min,&bounds->X.Max, &bounds->Y.Max, col, flags, out_clicked, out_hovered, out_held); +} + +//----------------------------------------------------------------------------- +// [SECTION] Legend Utils and Tools +//----------------------------------------------------------------------------- + +bool IsLegendEntryHovered(const char* label_id) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "IsPlotItemHighlight() needs to be called within an itemized context!"); + SetupLock(); + ImGuiID id = ImGui::GetIDWithSeed(label_id, nullptr, gp.CurrentItems->ID); + ImPlotItem* item = gp.CurrentItems->GetItem(id); + return item && item->LegendHovered; +} + +bool BeginLegendPopup(const char* label_id, ImGuiMouseButton mouse_button) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "BeginLegendPopup() needs to be called within an itemized context!"); + SetupLock(); + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = ImGui::GetIDWithSeed(label_id, nullptr, gp.CurrentItems->ID); + if (ImGui::IsMouseReleased(mouse_button)) { + ImPlotItem* item = gp.CurrentItems->GetItem(id); + if (item && item->LegendHovered) + ImGui::OpenPopupEx(id); + } + return ImGui::BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +void EndLegendPopup() { + SetupLock(); + ImGui::EndPopup(); +} + +void ShowAltLegend(const char* title_id, bool vertical, const ImVec2 size, bool interactable) { + ImPlotContext& gp = *GImPlot; + ImGuiContext &G = *GImGui; + ImGuiWindow * Window = G.CurrentWindow; + if (Window->SkipItems) + return; + ImDrawList &DrawList = *Window->DrawList; + ImPlotPlot* plot = GetPlot(title_id); + ImVec2 legend_size; + ImVec2 default_size = gp.Style.LegendPadding * 2; + if (plot != nullptr) { + legend_size = CalcLegendSize(plot->Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, vertical); + default_size = legend_size + gp.Style.LegendPadding * 2; + } + ImVec2 frame_size = ImGui::CalcItemSize(size, default_size.x, default_size.y); + ImRect bb_frame = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size); + ImGui::ItemSize(bb_frame); + if (!ImGui::ItemAdd(bb_frame, 0, &bb_frame)) + return; + ImGui::RenderFrame(bb_frame.Min, bb_frame.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, G.Style.FrameRounding); + DrawList.PushClipRect(bb_frame.Min, bb_frame.Max, true); + if (plot != nullptr) { + const ImVec2 legend_pos = GetLocationPos(bb_frame, legend_size, 0, gp.Style.LegendPadding); + const ImRect legend_bb(legend_pos, legend_pos + legend_size); + interactable = interactable && bb_frame.Contains(ImGui::GetIO().MousePos); + // render legend box + ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); + ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); + DrawList.AddRectFilled(legend_bb.Min, legend_bb.Max, col_bg); + DrawList.AddRect(legend_bb.Min, legend_bb.Max, col_bd); + // render entries + ShowLegendEntries(plot->Items, legend_bb, interactable, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, vertical, DrawList); + } + DrawList.PopClipRect(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Drag and Drop Utils +//----------------------------------------------------------------------------- + +bool BeginDragDropTargetPlot() { + SetupLock(); + ImPlotContext& gp = *GImPlot; + ImRect rect = gp.CurrentPlot->PlotRect; + return ImGui::BeginDragDropTargetCustom(rect, gp.CurrentPlot->ID); +} + +bool BeginDragDropTargetAxis(ImAxis axis) { + SetupLock(); + ImPlotPlot& plot = *GImPlot->CurrentPlot; + ImPlotAxis& ax = plot.Axes[axis]; + ImRect rect = ax.HoverRect; + rect.Expand(-3.5f); + return ImGui::BeginDragDropTargetCustom(rect, ax.ID); +} + +bool BeginDragDropTargetLegend() { + SetupLock(); + ImPlotItemGroup& items = *GImPlot->CurrentItems; + ImRect rect = items.Legend.RectClamped; + return ImGui::BeginDragDropTargetCustom(rect, items.ID); +} + +void EndDragDropTarget() { + SetupLock(); + ImGui::EndDragDropTarget(); +} + +bool BeginDragDropSourcePlot(ImGuiDragDropFlags flags) { + SetupLock(); + ImPlotContext& gp = *GImPlot; + ImPlotPlot* plot = gp.CurrentPlot; + if (GImGui->IO.KeyMods == gp.InputMap.OverrideMod || GImGui->DragDropPayload.SourceId == plot->ID) + return ImGui::ItemAdd(plot->PlotRect, plot->ID) && ImGui::BeginDragDropSource(flags); + return false; +} + +bool BeginDragDropSourceAxis(ImAxis idx, ImGuiDragDropFlags flags) { + SetupLock(); + ImPlotContext& gp = *GImPlot; + ImPlotAxis& axis = gp.CurrentPlot->Axes[idx]; + if (GImGui->IO.KeyMods == gp.InputMap.OverrideMod || GImGui->DragDropPayload.SourceId == axis.ID) + return ImGui::ItemAdd(axis.HoverRect, axis.ID) && ImGui::BeginDragDropSource(flags); + return false; +} + +bool BeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags) { + SetupLock(); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "BeginDragDropSourceItem() needs to be called within an itemized context!"); + ImGuiID item_id = ImGui::GetIDWithSeed(label_id, nullptr, gp.CurrentItems->ID); + ImPlotItem* item = gp.CurrentItems->GetItem(item_id); + if (item != nullptr) { + return ImGui::ItemAdd(item->LegendHoverRect, item->ID) && ImGui::BeginDragDropSource(flags); + } + return false; +} + +void EndDragDropSource() { + SetupLock(); + ImGui::EndDragDropSource(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Aligned Plots +//----------------------------------------------------------------------------- + +bool BeginAlignedPlots(const char* group_id, bool vertical) { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentAlignmentH == nullptr && gp.CurrentAlignmentV == nullptr, "Mismatched BeginAlignedPlots()/EndAlignedPlots()!"); + ImGuiContext &G = *GImGui; + ImGuiWindow * Window = G.CurrentWindow; + if (Window->SkipItems) + return false; + const ImGuiID ID = Window->GetID(group_id); + ImPlotAlignmentData* alignment = gp.AlignmentData.GetOrAddByKey(ID); + if (vertical) + gp.CurrentAlignmentV = alignment; + else + gp.CurrentAlignmentH = alignment; + if (alignment->Vertical != vertical) + alignment->Reset(); + alignment->Vertical = vertical; + alignment->Begin(); + return true; +} + +void EndAlignedPlots() { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentAlignmentH != nullptr || gp.CurrentAlignmentV != nullptr, "Mismatched BeginAlignedPlots()/EndAlignedPlots()!"); + ImPlotAlignmentData* alignment = gp.CurrentAlignmentH != nullptr ? gp.CurrentAlignmentH : (gp.CurrentAlignmentV != nullptr ? gp.CurrentAlignmentV : nullptr); + if (alignment) + alignment->End(); + ResetCtxForNextAlignedPlots(GImPlot); +} + +//----------------------------------------------------------------------------- +// [SECTION] Plot and Item Styling +//----------------------------------------------------------------------------- + +ImPlotStyle& GetStyle() { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + return gp.Style; +} + +void PushStyleColor(ImPlotCol idx, ImU32 col) { + ImPlotContext& gp = *GImPlot; + ImGuiColorMod backup; + backup.Col = (ImGuiCol)idx; + backup.BackupValue = gp.Style.Colors[idx]; + gp.ColorModifiers.push_back(backup); + gp.Style.Colors[idx] = ImGui::ColorConvertU32ToFloat4(col); +} + +void PushStyleColor(ImPlotCol idx, const ImVec4& col) { + ImPlotContext& gp = *GImPlot; + ImGuiColorMod backup; + backup.Col = (ImGuiCol)idx; + backup.BackupValue = gp.Style.Colors[idx]; + gp.ColorModifiers.push_back(backup); + gp.Style.Colors[idx] = col; +} + +void PopStyleColor(int count) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(count <= gp.ColorModifiers.Size, "You can't pop more modifiers than have been pushed!"); + while (count > 0) + { + ImGuiColorMod& backup = gp.ColorModifiers.back(); + gp.Style.Colors[backup.Col] = backup.BackupValue; + gp.ColorModifiers.pop_back(); + count--; + } +} + +void PushStyleVar(ImPlotStyleVar idx, float val) { + ImPlotContext& gp = *GImPlot; + const ImPlotStyleVarInfo* var_info = GetPlotStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { + float* pvar = (float*)var_info->GetVarPtr(&gp.Style); + gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void PushStyleVar(ImPlotStyleVar idx, int val) { + ImPlotContext& gp = *GImPlot; + const ImPlotStyleVarInfo* var_info = GetPlotStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_S32 && var_info->Count == 1) { + int* pvar = (int*)var_info->GetVarPtr(&gp.Style); + gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar)); + *pvar = val; + return; + } + else if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { + float* pvar = (float*)var_info->GetVarPtr(&gp.Style); + gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar)); + *pvar = (float)val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() int variant but variable is not a int!"); +} + +void PushStyleVar(ImPlotStyleVar idx, const ImVec2& val) +{ + ImPlotContext& gp = *GImPlot; + const ImPlotStyleVarInfo* var_info = GetPlotStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&gp.Style); + gp.StyleModifiers.push_back(ImGuiStyleMod((ImGuiStyleVar)idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void PopStyleVar(int count) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(count <= gp.StyleModifiers.Size, "You can't pop more modifiers than have been pushed!"); + while (count > 0) { + ImGuiStyleMod& backup = gp.StyleModifiers.back(); + const ImPlotStyleVarInfo* info = GetPlotStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&gp.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { + ((float*)data)[0] = backup.BackupFloat[0]; + } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { + ((float*)data)[0] = backup.BackupFloat[0]; + ((float*)data)[1] = backup.BackupFloat[1]; + } + else if (info->Type == ImGuiDataType_S32 && info->Count == 1) { + ((int*)data)[0] = backup.BackupInt[0]; + } + gp.StyleModifiers.pop_back(); + count--; + } +} + +//------------------------------------------------------------------------------ +// [Section] Colormaps +//------------------------------------------------------------------------------ + +ImPlotColormap AddColormap(const char* name, const ImVec4* colormap, int size, bool qual) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(size > 1, "The colormap size must be greater than 1!"); + IM_ASSERT_USER_ERROR(gp.ColormapData.GetIndex(name) == -1, "The colormap name has already been used!"); + ImVector buffer; + buffer.resize(size); + for (int i = 0; i < size; ++i) + buffer[i] = ImGui::ColorConvertFloat4ToU32(colormap[i]); + return gp.ColormapData.Append(name, buffer.Data, size, qual); +} + +ImPlotColormap AddColormap(const char* name, const ImU32* colormap, int size, bool qual) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(size > 1, "The colormap size must be greater than 1!"); + IM_ASSERT_USER_ERROR(gp.ColormapData.GetIndex(name) == -1, "The colormap name has already be used!"); + return gp.ColormapData.Append(name, colormap, size, qual); +} + +int GetColormapCount() { + ImPlotContext& gp = *GImPlot; + return gp.ColormapData.Count; +} + +const char* GetColormapName(ImPlotColormap colormap) { + ImPlotContext& gp = *GImPlot; + return gp.ColormapData.GetName(colormap); +} + +ImPlotColormap GetColormapIndex(const char* name) { + ImPlotContext& gp = *GImPlot; + return gp.ColormapData.GetIndex(name); +} + +void PushColormap(ImPlotColormap colormap) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(colormap >= 0 && colormap < gp.ColormapData.Count, "The colormap index is invalid!"); + gp.ColormapModifiers.push_back(gp.Style.Colormap); + gp.Style.Colormap = colormap; +} + +void PushColormap(const char* name) { + ImPlotContext& gp = *GImPlot; + ImPlotColormap idx = gp.ColormapData.GetIndex(name); + IM_ASSERT_USER_ERROR(idx != -1, "The colormap name is invalid!"); + PushColormap(idx); +} + +void PopColormap(int count) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(count <= gp.ColormapModifiers.Size, "You can't pop more modifiers than have been pushed!"); + while (count > 0) { + const ImPlotColormap& backup = gp.ColormapModifiers.back(); + gp.Style.Colormap = backup; + gp.ColormapModifiers.pop_back(); + count--; + } +} + +ImU32 NextColormapColorU32() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "NextColormapColor() needs to be called between BeginPlot() and EndPlot()!"); + int idx = gp.CurrentItems->ColormapIdx % gp.ColormapData.GetKeyCount(gp.Style.Colormap); + ImU32 col = gp.ColormapData.GetKeyColor(gp.Style.Colormap, idx); + gp.CurrentItems->ColormapIdx++; + return col; +} + +ImVec4 NextColormapColor() { + return ImGui::ColorConvertU32ToFloat4(NextColormapColorU32()); +} + +int GetColormapSize(ImPlotColormap cmap) { + ImPlotContext& gp = *GImPlot; + cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap; + IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!"); + return gp.ColormapData.GetKeyCount(cmap); +} + +ImU32 GetColormapColorU32(int idx, ImPlotColormap cmap) { + ImPlotContext& gp = *GImPlot; + cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap; + IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!"); + idx = idx % gp.ColormapData.GetKeyCount(cmap); + return gp.ColormapData.GetKeyColor(cmap, idx); +} + +ImVec4 GetColormapColor(int idx, ImPlotColormap cmap) { + return ImGui::ColorConvertU32ToFloat4(GetColormapColorU32(idx,cmap)); +} + +ImU32 SampleColormapU32(float t, ImPlotColormap cmap) { + ImPlotContext& gp = *GImPlot; + cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap; + IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!"); + return gp.ColormapData.LerpTable(cmap, t); +} + +ImVec4 SampleColormap(float t, ImPlotColormap cmap) { + return ImGui::ColorConvertU32ToFloat4(SampleColormapU32(t,cmap)); +} + +void RenderColorBar(const ImU32* colors, int size, ImDrawList& DrawList, const ImRect& bounds, bool vert, bool reversed, bool continuous) { + const int n = continuous ? size - 1 : size; + ImU32 col1, col2; + if (vert) { + const float step = bounds.GetHeight() / n; + ImRect rect(bounds.Min.x, bounds.Min.y, bounds.Max.x, bounds.Min.y + step); + for (int i = 0; i < n; ++i) { + if (reversed) { + col1 = colors[size-i-1]; + col2 = continuous ? colors[size-i-2] : col1; + } + else { + col1 = colors[i]; + col2 = continuous ? colors[i+1] : col1; + } + DrawList.AddRectFilledMultiColor(rect.Min, rect.Max, col1, col1, col2, col2); + rect.TranslateY(step); + } + } + else { + const float step = bounds.GetWidth() / n; + ImRect rect(bounds.Min.x, bounds.Min.y, bounds.Min.x + step, bounds.Max.y); + for (int i = 0; i < n; ++i) { + if (reversed) { + col1 = colors[size-i-1]; + col2 = continuous ? colors[size-i-2] : col1; + } + else { + col1 = colors[i]; + col2 = continuous ? colors[i+1] : col1; + } + DrawList.AddRectFilledMultiColor(rect.Min, rect.Max, col1, col2, col2, col1); + rect.TranslateX(step); + } + } +} + +void ColormapScale(const char* label, double scale_min, double scale_max, const ImVec2& size, const char* format, ImPlotColormapScaleFlags flags, ImPlotColormap cmap) { + ImGuiContext &G = *GImGui; + ImGuiWindow * Window = G.CurrentWindow; + if (Window->SkipItems) + return; + + const ImGuiID ID = Window->GetID(label); + ImVec2 label_size(0,0); + if (!ImHasFlag(flags, ImPlotColormapScaleFlags_NoLabel)) { + label_size = ImGui::CalcTextSize(label,nullptr,true); + } + + ImPlotContext& gp = *GImPlot; + cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap; + IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!"); + + ImVec2 frame_size = ImGui::CalcItemSize(size, 0, gp.Style.PlotDefaultSize.y); + if (frame_size.y < gp.Style.PlotMinSize.y && size.y < 0.0f) + frame_size.y = gp.Style.PlotMinSize.y; + + ImPlotRange range(ImMin(scale_min,scale_max), ImMax(scale_min,scale_max)); + gp.CTicker.Reset(); + Locator_Default(gp.CTicker, range, frame_size.y, true, Formatter_Default, (void*)format); + + const bool rend_label = label_size.x > 0; + const float txt_off = gp.Style.LabelPadding.x; + const float pad = txt_off + gp.CTicker.MaxSize.x + (rend_label ? txt_off + label_size.y : 0); + float bar_w = 20; + if (frame_size.x == 0) + frame_size.x = bar_w + pad + 2 * gp.Style.PlotPadding.x; + else { + bar_w = frame_size.x - (pad + 2 * gp.Style.PlotPadding.x); + if (bar_w < gp.Style.MajorTickLen.y) + bar_w = gp.Style.MajorTickLen.y; + } + + ImDrawList &DrawList = *Window->DrawList; + ImRect bb_frame = ImRect(Window->DC.CursorPos, Window->DC.CursorPos + frame_size); + ImGui::ItemSize(bb_frame); + if (!ImGui::ItemAdd(bb_frame, ID, &bb_frame)) + return; + + ImGui::RenderFrame(bb_frame.Min, bb_frame.Max, GetStyleColorU32(ImPlotCol_FrameBg), true, G.Style.FrameRounding); + + const bool opposite = ImHasFlag(flags, ImPlotColormapScaleFlags_Opposite); + const bool inverted = ImHasFlag(flags, ImPlotColormapScaleFlags_Invert); + const bool reversed = scale_min > scale_max; + + float bb_grad_shift = opposite ? pad : 0; + ImRect bb_grad(bb_frame.Min + gp.Style.PlotPadding + ImVec2(bb_grad_shift, 0), + bb_frame.Min + ImVec2(bar_w + gp.Style.PlotPadding.x + bb_grad_shift, + frame_size.y - gp.Style.PlotPadding.y)); + + ImGui::PushClipRect(bb_frame.Min, bb_frame.Max, true); + const ImU32 col_text = ImGui::GetColorU32(ImGuiCol_Text); + + const bool invert_scale = inverted ? (reversed ? false : true) : (reversed ? true : false); + const float y_min = invert_scale ? bb_grad.Max.y : bb_grad.Min.y; + const float y_max = invert_scale ? bb_grad.Min.y : bb_grad.Max.y; + + RenderColorBar(gp.ColormapData.GetKeys(cmap), gp.ColormapData.GetKeyCount(cmap), DrawList, bb_grad, true, !inverted, !gp.ColormapData.IsQual(cmap)); + for (int i = 0; i < gp.CTicker.TickCount(); ++i) { + const double y_pos_plt = gp.CTicker.Ticks[i].PlotPos; + const float y_pos = ImRemap((float)y_pos_plt, (float)range.Max, (float)range.Min, y_min, y_max); + const float tick_width = gp.CTicker.Ticks[i].Major ? gp.Style.MajorTickLen.y : gp.Style.MinorTickLen.y; + const float tick_thick = gp.CTicker.Ticks[i].Major ? gp.Style.MajorTickSize.y : gp.Style.MinorTickSize.y; + const float tick_t = (float)((y_pos_plt - scale_min) / (scale_max - scale_min)); + const ImU32 tick_col = CalcTextColor(gp.ColormapData.LerpTable(cmap,tick_t)); + if (y_pos < bb_grad.Max.y - 2 && y_pos > bb_grad.Min.y + 2) { + DrawList.AddLine(opposite ? ImVec2(bb_grad.Min.x+1, y_pos) : ImVec2(bb_grad.Max.x-1, y_pos), + opposite ? ImVec2(bb_grad.Min.x + tick_width, y_pos) : ImVec2(bb_grad.Max.x - tick_width, y_pos), + tick_col, + tick_thick); + } + const float txt_x = opposite ? bb_grad.Min.x - txt_off - gp.CTicker.Ticks[i].LabelSize.x : bb_grad.Max.x + txt_off; + const float txt_y = y_pos - gp.CTicker.Ticks[i].LabelSize.y * 0.5f; + DrawList.AddText(ImVec2(txt_x, txt_y), col_text, gp.CTicker.GetText(i)); + } + + if (rend_label) { + const float pos_x = opposite ? bb_frame.Min.x + gp.Style.PlotPadding.x : bb_grad.Max.x + 2 * txt_off + gp.CTicker.MaxSize.x; + const float pos_y = bb_grad.GetCenter().y + label_size.x * 0.5f; + const char* label_end = ImGui::FindRenderedTextEnd(label); + AddTextVertical(&DrawList,ImVec2(pos_x,pos_y),col_text,label,label_end); + } + DrawList.AddRect(bb_grad.Min, bb_grad.Max, GetStyleColorU32(ImPlotCol_PlotBorder)); + ImGui::PopClipRect(); +} + +bool ColormapSlider(const char* label, float* t, ImVec4* out, const char* format, ImPlotColormap cmap) { + *t = ImClamp(*t,0.0f,1.0f); + ImGuiContext &G = *GImGui; + ImGuiWindow * Window = G.CurrentWindow; + if (Window->SkipItems) + return false; + ImPlotContext& gp = *GImPlot; + cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap; + IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!"); + const ImU32* keys = gp.ColormapData.GetKeys(cmap); + const int count = gp.ColormapData.GetKeyCount(cmap); + const bool qual = gp.ColormapData.IsQual(cmap); + const ImVec2 pos = ImGui::GetCurrentWindow()->DC.CursorPos; + const float w = ImGui::CalcItemWidth(); + const float h = ImGui::GetFrameHeight(); + const ImRect rect = ImRect(pos.x,pos.y,pos.x+w,pos.y+h); + RenderColorBar(keys,count,*ImGui::GetWindowDrawList(),rect,false,false,!qual); + const ImU32 grab = CalcTextColor(gp.ColormapData.LerpTable(cmap,*t)); + // const ImU32 text = CalcTextColor(gp.ColormapData.LerpTable(cmap,0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBg,IM_COL32_BLACK_TRANS); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive,IM_COL32_BLACK_TRANS); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered,ImVec4(1,1,1,0.1f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab,grab); + ImGui::PushStyleColor(ImGuiCol_SliderGrabActive, grab); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize,2); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding,0); + const bool changed = ImGui::SliderFloat(label,t,0,1,format); + ImGui::PopStyleColor(5); + ImGui::PopStyleVar(2); + if (out != nullptr) + *out = ImGui::ColorConvertU32ToFloat4(gp.ColormapData.LerpTable(cmap,*t)); + return changed; +} + +bool ColormapButton(const char* label, const ImVec2& size_arg, ImPlotColormap cmap) { + ImGuiContext &G = *GImGui; + const ImGuiStyle& style = G.Style; + ImGuiWindow * Window = G.CurrentWindow; + if (Window->SkipItems) + return false; + ImPlotContext& gp = *GImPlot; + cmap = cmap == IMPLOT_AUTO ? gp.Style.Colormap : cmap; + IM_ASSERT_USER_ERROR(cmap >= 0 && cmap < gp.ColormapData.Count, "Invalid colormap index!"); + const ImU32* keys = gp.ColormapData.GetKeys(cmap); + const int count = gp.ColormapData.GetKeyCount(cmap); + const bool qual = gp.ColormapData.IsQual(cmap); + const ImVec2 pos = ImGui::GetCurrentWindow()->DC.CursorPos; + const ImVec2 label_size = ImGui::CalcTextSize(label, nullptr, true); + ImVec2 size = ImGui::CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + const ImRect rect = ImRect(pos.x,pos.y,pos.x+size.x,pos.y+size.y); + RenderColorBar(keys,count,*ImGui::GetWindowDrawList(),rect,false,false,!qual); + const ImU32 text = CalcTextColor(gp.ColormapData.LerpTable(cmap,G.Style.ButtonTextAlign.x)); + ImGui::PushStyleColor(ImGuiCol_Button,IM_COL32_BLACK_TRANS); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered,ImVec4(1,1,1,0.1f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive,ImVec4(1,1,1,0.2f)); + ImGui::PushStyleColor(ImGuiCol_Text,text); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding,0); + const bool pressed = ImGui::Button(label,size); + ImGui::PopStyleColor(4); + ImGui::PopStyleVar(1); + return pressed; +} + +//----------------------------------------------------------------------------- +// [Section] Miscellaneous +//----------------------------------------------------------------------------- + +ImPlotInputMap& GetInputMap() { + IM_ASSERT_USER_ERROR(GImPlot != nullptr, "No current context. Did you call ImPlot::CreateContext() or ImPlot::SetCurrentContext()?"); + ImPlotContext& gp = *GImPlot; + return gp.InputMap; +} + +void MapInputDefault(ImPlotInputMap* dst) { + ImPlotInputMap& map = dst ? *dst : GetInputMap(); + map.Pan = ImGuiMouseButton_Left; + map.PanMod = ImGuiMod_None; + map.Fit = ImGuiMouseButton_Left; + map.Menu = ImGuiMouseButton_Right; + map.Select = ImGuiMouseButton_Right; + map.SelectMod = ImGuiMod_None; + map.SelectCancel = ImGuiMouseButton_Left; + map.SelectHorzMod = ImGuiMod_Alt; + map.SelectVertMod = ImGuiMod_Shift; + map.OverrideMod = ImGuiMod_Ctrl; + map.ZoomMod = ImGuiMod_None; + map.ZoomRate = 0.1f; +} + +void MapInputReverse(ImPlotInputMap* dst) { + ImPlotInputMap& map = dst ? *dst : GetInputMap(); + map.Pan = ImGuiMouseButton_Right; + map.PanMod = ImGuiMod_None; + map.Fit = ImGuiMouseButton_Left; + map.Menu = ImGuiMouseButton_Right; + map.Select = ImGuiMouseButton_Left; + map.SelectMod = ImGuiMod_None; + map.SelectCancel = ImGuiMouseButton_Right; + map.SelectHorzMod = ImGuiMod_Alt; + map.SelectVertMod = ImGuiMod_Shift; + map.OverrideMod = ImGuiMod_Ctrl; + map.ZoomMod = ImGuiMod_None; + map.ZoomRate = 0.1f; +} + +//----------------------------------------------------------------------------- +// [Section] Miscellaneous +//----------------------------------------------------------------------------- + +void ItemIcon(const ImVec4& col) { + ItemIcon(ImGui::ColorConvertFloat4ToU32(col)); +} + +void ItemIcon(ImU32 col) { + const float txt_size = ImGui::GetTextLineHeight(); + ImVec2 size(txt_size-4,txt_size); + ImGuiWindow* window = ImGui::GetCurrentWindow(); + ImVec2 pos = window->DC.CursorPos; + ImGui::GetWindowDrawList()->AddRectFilled(pos + ImVec2(0,2), pos + size - ImVec2(0,2), col); + ImGui::Dummy(size); +} + +void ColormapIcon(ImPlotColormap cmap) { + ImPlotContext& gp = *GImPlot; + const float txt_size = ImGui::GetTextLineHeight(); + ImVec2 size(txt_size-4,txt_size); + ImGuiWindow* window = ImGui::GetCurrentWindow(); + ImVec2 pos = window->DC.CursorPos; + ImRect rect(pos+ImVec2(0,2),pos+size-ImVec2(0,2)); + ImDrawList& DrawList = *ImGui::GetWindowDrawList(); + RenderColorBar(gp.ColormapData.GetKeys(cmap),gp.ColormapData.GetKeyCount(cmap),DrawList,rect,false,false,!gp.ColormapData.IsQual(cmap)); + ImGui::Dummy(size); +} + +ImDrawList* GetPlotDrawList() { + return ImGui::GetWindowDrawList(); +} + +void PushPlotClipRect(float expand) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PushPlotClipRect() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + ImRect rect = gp.CurrentPlot->PlotRect; + rect.Expand(expand); + ImGui::PushClipRect(rect.Min, rect.Max, true); +} + +void PopPlotClipRect() { + SetupLock(); + ImGui::PopClipRect(); +} + +static void HelpMarker(const char* desc) { + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +bool ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Auto\0Classic\0Dark\0Light\0")) + { + switch (style_idx) + { + case 0: StyleColorsAuto(); break; + case 1: StyleColorsClassic(); break; + case 2: StyleColorsDark(); break; + case 3: StyleColorsLight(); break; + } + return true; + } + return false; +} + +bool ShowColormapSelector(const char* label) { + ImPlotContext& gp = *GImPlot; + bool set = false; + if (ImGui::BeginCombo(label, gp.ColormapData.GetName(gp.Style.Colormap))) { + for (int i = 0; i < gp.ColormapData.Count; ++i) { + const char* name = gp.ColormapData.GetName(i); + if (ImGui::Selectable(name, gp.Style.Colormap == i)) { + gp.Style.Colormap = i; + ImPlot::BustItemCache(); + set = true; + } + } + ImGui::EndCombo(); + } + return set; +} + +bool ShowInputMapSelector(const char* label) { + static int map_idx = -1; + if (ImGui::Combo(label, &map_idx, "Default\0Reversed\0")) + { + switch (map_idx) + { + case 0: MapInputDefault(); break; + case 1: MapInputReverse(); break; + } + return true; + } + return false; +} + + +void ShowStyleEditor(ImPlotStyle* ref) { + ImPlotContext& gp = *GImPlot; + ImPlotStyle& style = GetStyle(); + static ImPlotStyle ref_saved_style; + // Default to using internal storage as reference + static bool init = true; + if (init && ref == nullptr) + ref_saved_style = style; + init = false; + if (ref == nullptr) + ref = &ref_saved_style; + + if (ImPlot::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + if (ImGui::BeginTabBar("##StyleEditor")) { + if (ImGui::BeginTabItem("Variables")) { + ImGui::Text("Item Styling"); + ImGui::SliderFloat("LineWeight", &style.LineWeight, 0.0f, 5.0f, "%.1f"); + ImGui::SliderFloat("MarkerSize", &style.MarkerSize, 2.0f, 10.0f, "%.1f"); + ImGui::SliderFloat("MarkerWeight", &style.MarkerWeight, 0.0f, 5.0f, "%.1f"); + ImGui::SliderFloat("FillAlpha", &style.FillAlpha, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat("ErrorBarSize", &style.ErrorBarSize, 0.0f, 10.0f, "%.1f"); + ImGui::SliderFloat("ErrorBarWeight", &style.ErrorBarWeight, 0.0f, 5.0f, "%.1f"); + ImGui::SliderFloat("DigitalBitHeight", &style.DigitalBitHeight, 0.0f, 20.0f, "%.1f"); + ImGui::SliderFloat("DigitalBitGap", &style.DigitalBitGap, 0.0f, 20.0f, "%.1f"); + ImGui::Text("Plot Styling"); + ImGui::SliderFloat("PlotBorderSize", &style.PlotBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("MinorAlpha", &style.MinorAlpha, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("MajorTickLen", (float*)&style.MajorTickLen, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("MinorTickLen", (float*)&style.MinorTickLen, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("MajorTickSize", (float*)&style.MajorTickSize, 0.0f, 2.0f, "%.1f"); + ImGui::SliderFloat2("MinorTickSize", (float*)&style.MinorTickSize, 0.0f, 2.0f, "%.1f"); + ImGui::SliderFloat2("MajorGridSize", (float*)&style.MajorGridSize, 0.0f, 2.0f, "%.1f"); + ImGui::SliderFloat2("MinorGridSize", (float*)&style.MinorGridSize, 0.0f, 2.0f, "%.1f"); + ImGui::SliderFloat2("PlotDefaultSize", (float*)&style.PlotDefaultSize, 0.0f, 1000, "%.0f"); + ImGui::SliderFloat2("PlotMinSize", (float*)&style.PlotMinSize, 0.0f, 300, "%.0f"); + ImGui::Text("Plot Padding"); + ImGui::SliderFloat2("PlotPadding", (float*)&style.PlotPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("LabelPadding", (float*)&style.LabelPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("LegendPadding", (float*)&style.LegendPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("LegendInnerPadding", (float*)&style.LegendInnerPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("LegendSpacing", (float*)&style.LegendSpacing, 0.0f, 5.0f, "%.0f"); + ImGui::SliderFloat2("MousePosPadding", (float*)&style.MousePosPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("AnnotationPadding", (float*)&style.AnnotationPadding, 0.0f, 5.0f, "%.0f"); + ImGui::SliderFloat2("FitPadding", (float*)&style.FitPadding, 0, 0.2f, "%.2f"); + + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Colors")) { + static int output_dest = 0; + static bool output_only_modified = false; + + if (ImGui::Button("Export", ImVec2(75,0))) { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImPlot::GetStyle().Colors;\n"); + for (int i = 0; i < ImPlotCol_COUNT; i++) { + const ImVec4& col = style.Colors[i]; + const char* name = ImPlot::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) { + if (IsColorAuto(i)) + ImGui::LogText("colors[ImPlotCol_%s]%*s= IMPLOT_AUTO_COL;\n",name,14 - (int)strlen(name), ""); + else + ImGui::LogText("colors[ImPlotCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);\n", + name, 14 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on colored square to open color picker,\n" + "Right-click to open edit options menu."); + ImGui::Separator(); + ImGui::PushItemWidth(-160); + for (int i = 0; i < ImPlotCol_COUNT; i++) { + const char* name = ImPlot::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + ImVec4 temp = GetStyleColorVec4(i); + const bool is_auto = IsColorAuto(i); + if (!is_auto) + ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.25f); + if (ImGui::Button("Auto")) { + if (is_auto) + style.Colors[i] = temp; + else + style.Colors[i] = IMPLOT_AUTO_COL; + BustItemCache(); + } + if (!is_auto) + ImGui::PopStyleVar(); + ImGui::SameLine(); + if (ImGui::ColorEdit4(name, &temp.x, ImGuiColorEditFlags_NoInputs | alpha_flags)) { + style.Colors[i] = temp; + BustItemCache(); + } + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { + ImGui::SameLine(175); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(); if (ImGui::Button("Revert")) { + style.Colors[i] = ref->Colors[i]; + BustItemCache(); + } + } + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::Separator(); + ImGui::Text("Colors that are set to Auto (i.e. IMPLOT_AUTO_COL) will\n" + "be automatically deduced from your ImGui style or the\n" + "current ImPlot Colormap. If you want to style individual\n" + "plot items, use Push/PopStyleColor around its function."); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Colormaps")) { + static int output_dest = 0; + if (ImGui::Button("Export", ImVec2(75,0))) { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + int size = GetColormapSize(); + const char* name = GetColormapName(gp.Style.Colormap); + ImGui::LogText("static const ImU32 %s_Data[%d] = {\n", name, size); + for (int i = 0; i < size; ++i) { + ImU32 col = GetColormapColorU32(i,gp.Style.Colormap); + ImGui::LogText(" %u%s\n", col, i == size - 1 ? "" : ","); + } + ImGui::LogText("};\nImPlotColormap %s = ImPlot::AddColormap(\"%s\", %s_Data, %d);", name, name, name, size); + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); + static bool edit = false; + ImGui::Checkbox("Edit Mode",&edit); + + // built-in/added + ImGui::Separator(); + for (int i = 0; i < gp.ColormapData.Count; ++i) { + ImGui::PushID(i); + int size = gp.ColormapData.GetKeyCount(i); + bool selected = i == gp.Style.Colormap; + + const char* name = GetColormapName(i); + if (!selected) + ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.25f); + if (ImGui::Button(name, ImVec2(100,0))) { + gp.Style.Colormap = i; + BustItemCache(); + } + if (!selected) + ImGui::PopStyleVar(); + ImGui::SameLine(); + ImGui::BeginGroup(); + if (edit) { + for (int c = 0; c < size; ++c) { + ImGui::PushID(c); + ImVec4 col4 = ImGui::ColorConvertU32ToFloat4(gp.ColormapData.GetKeyColor(i,c)); + if (ImGui::ColorEdit4("",&col4.x,ImGuiColorEditFlags_NoInputs)) { + ImU32 col32 = ImGui::ColorConvertFloat4ToU32(col4); + gp.ColormapData.SetKeyColor(i,c,col32); + BustItemCache(); + } + if ((c + 1) % 12 != 0 && c != size -1) + ImGui::SameLine(); + ImGui::PopID(); + } + } + else { + if (ImPlot::ColormapButton("##",ImVec2(-1,0),i)) + edit = true; + } + ImGui::EndGroup(); + ImGui::PopID(); + } + + + static ImVector custom; + if (custom.Size == 0) { + custom.push_back(ImVec4(1,0,0,1)); + custom.push_back(ImVec4(0,1,0,1)); + custom.push_back(ImVec4(0,0,1,1)); + } + ImGui::Separator(); + ImGui::BeginGroup(); + static char name[16] = "MyColormap"; + + + if (ImGui::Button("+", ImVec2((100 - ImGui::GetStyle().ItemSpacing.x)/2,0))) + custom.push_back(ImVec4(0,0,0,1)); + ImGui::SameLine(); + if (ImGui::Button("-", ImVec2((100 - ImGui::GetStyle().ItemSpacing.x)/2,0)) && custom.Size > 2) + custom.pop_back(); + ImGui::SetNextItemWidth(100); + ImGui::InputText("##Name",name,16,ImGuiInputTextFlags_CharsNoBlank); + static bool qual = true; + ImGui::Checkbox("Qualitative",&qual); + if (ImGui::Button("Add", ImVec2(100, 0)) && gp.ColormapData.GetIndex(name)==-1) + AddColormap(name,custom.Data,custom.Size,qual); + + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::BeginGroup(); + for (int c = 0; c < custom.Size; ++c) { + ImGui::PushID(c); + if (ImGui::ColorEdit4("##Col1", &custom[c].x, ImGuiColorEditFlags_NoInputs)) { + + } + if ((c + 1) % 12 != 0) + ImGui::SameLine(); + ImGui::PopID(); + } + ImGui::EndGroup(); + + + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } +} + +void ShowUserGuide() { + ImGui::BulletText("Left-click drag within the plot area to pan X and Y axes."); + ImGui::Indent(); + ImGui::BulletText("Left-click drag on axis labels to pan an individual axis."); + ImGui::Unindent(); + ImGui::BulletText("Scroll in the plot area to zoom both X any Y axes."); + ImGui::Indent(); + ImGui::BulletText("Scroll on axis labels to zoom an individual axis."); + ImGui::Unindent(); + ImGui::BulletText("Right-click drag to box select data."); + ImGui::Indent(); + ImGui::BulletText("Hold Alt to expand box selection horizontally."); + ImGui::BulletText("Hold Shift to expand box selection vertically."); + ImGui::BulletText("Left-click while box selecting to cancel the selection."); + ImGui::Unindent(); + ImGui::BulletText("Double left-click to fit all visible data."); + ImGui::Indent(); + ImGui::BulletText("Double left-click axis labels to fit the individual axis."); + ImGui::Unindent(); + ImGui::BulletText("Right-click open the full plot context menu."); + ImGui::Indent(); + ImGui::BulletText("Right-click axis labels to open an individual axis context menu."); + ImGui::Unindent(); + ImGui::BulletText("Click legend label icons to show/hide plot items."); +} + +void ShowTicksMetrics(const ImPlotTicker& ticker) { + ImGui::BulletText("Size: %d", ticker.TickCount()); + ImGui::BulletText("MaxSize: [%f,%f]", ticker.MaxSize.x, ticker.MaxSize.y); +} + +void ShowAxisMetrics(const ImPlotPlot& plot, const ImPlotAxis& axis) { + ImGui::BulletText("Label: %s", axis.LabelOffset == -1 ? "[none]" : plot.GetAxisLabel(axis)); + ImGui::BulletText("Flags: 0x%08X", axis.Flags); + ImGui::BulletText("Range: [%f,%f]",axis.Range.Min, axis.Range.Max); + ImGui::BulletText("Pixels: %f", axis.PixelSize()); + ImGui::BulletText("Aspect: %f", axis.GetAspect()); + ImGui::BulletText(axis.OrthoAxis == nullptr ? "OrtherAxis: NULL" : "OrthoAxis: 0x%08X", axis.OrthoAxis->ID); + ImGui::BulletText("LinkedMin: %p", (void*)axis.LinkedMin); + ImGui::BulletText("LinkedMax: %p", (void*)axis.LinkedMax); + ImGui::BulletText("HasRange: %s", axis.HasRange ? "true" : "false"); + ImGui::BulletText("Hovered: %s", axis.Hovered ? "true" : "false"); + ImGui::BulletText("Held: %s", axis.Held ? "true" : "false"); + + if (ImGui::TreeNode("Transform")) { + ImGui::BulletText("PixelMin: %f", axis.PixelMin); + ImGui::BulletText("PixelMax: %f", axis.PixelMax); + ImGui::BulletText("ScaleToPixel: %f", axis.ScaleToPixel); + ImGui::BulletText("ScaleMax: %f", axis.ScaleMax); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Ticks")) { + ShowTicksMetrics(axis.Ticker); + ImGui::TreePop(); + } +} + +void ShowMetricsWindow(bool* p_popen) { + + static bool show_plot_rects = false; + static bool show_axes_rects = false; + static bool show_axis_rects = false; + static bool show_canvas_rects = false; + static bool show_frame_rects = false; + static bool show_subplot_frame_rects = false; + static bool show_subplot_grid_rects = false; + static bool show_legend_rects = false; + + ImDrawList& fg = *ImGui::GetForegroundDrawList(); + + ImPlotContext& gp = *GImPlot; + // ImGuiContext& g = *GImGui; + ImGuiIO& io = ImGui::GetIO(); + ImGui::Begin("ImPlot Metrics", p_popen); + ImGui::Text("ImPlot " IMPLOT_VERSION); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::Text("Mouse Position: [%.0f,%.0f]", io.MousePos.x, io.MousePos.y); + ImGui::Separator(); + if (ImGui::TreeNode("Tools")) { + if (ImGui::Button("Bust Plot Cache")) + BustPlotCache(); + ImGui::SameLine(); + if (ImGui::Button("Bust Item Cache")) + BustItemCache(); + ImGui::Checkbox("Show Frame Rects", &show_frame_rects); + ImGui::Checkbox("Show Canvas Rects",&show_canvas_rects); + ImGui::Checkbox("Show Plot Rects", &show_plot_rects); + ImGui::Checkbox("Show Axes Rects", &show_axes_rects); + ImGui::Checkbox("Show Axis Rects", &show_axis_rects); + ImGui::Checkbox("Show Subplot Frame Rects", &show_subplot_frame_rects); + ImGui::Checkbox("Show Subplot Grid Rects", &show_subplot_grid_rects); + ImGui::Checkbox("Show Legend Rects", &show_legend_rects); + ImGui::TreePop(); + } + const int n_plots = gp.Plots.GetBufSize(); + const int n_subplots = gp.Subplots.GetBufSize(); + // render rects + for (int p = 0; p < n_plots; ++p) { + ImPlotPlot* plot = gp.Plots.GetByIndex(p); + if (show_frame_rects) + fg.AddRect(plot->FrameRect.Min, plot->FrameRect.Max, IM_COL32(255,0,255,255)); + if (show_canvas_rects) + fg.AddRect(plot->CanvasRect.Min, plot->CanvasRect.Max, IM_COL32(0,255,255,255)); + if (show_plot_rects) + fg.AddRect(plot->PlotRect.Min, plot->PlotRect.Max, IM_COL32(255,255,0,255)); + if (show_axes_rects) + fg.AddRect(plot->AxesRect.Min, plot->AxesRect.Max, IM_COL32(0,255,128,255)); + if (show_axis_rects) { + for (int i = 0; i < ImAxis_COUNT; ++i) { + if (plot->Axes[i].Enabled) + fg.AddRect(plot->Axes[i].HoverRect.Min, plot->Axes[i].HoverRect.Max, IM_COL32(0,255,0,255)); + } + } + if (show_legend_rects && plot->Items.GetLegendCount() > 0) { + fg.AddRect(plot->Items.Legend.Rect.Min, plot->Items.Legend.Rect.Max, IM_COL32(255,192,0,255)); + fg.AddRect(plot->Items.Legend.RectClamped.Min, plot->Items.Legend.RectClamped.Max, IM_COL32(255,128,0,255)); + } + } + for (int p = 0; p < n_subplots; ++p) { + ImPlotSubplot* subplot = gp.Subplots.GetByIndex(p); + if (show_subplot_frame_rects) + fg.AddRect(subplot->FrameRect.Min, subplot->FrameRect.Max, IM_COL32(255,0,0,255)); + if (show_subplot_grid_rects) + fg.AddRect(subplot->GridRect.Min, subplot->GridRect.Max, IM_COL32(0,0,255,255)); + if (show_legend_rects && subplot->Items.GetLegendCount() > 0) { + fg.AddRect(subplot->Items.Legend.Rect.Min, subplot->Items.Legend.Rect.Max, IM_COL32(255,192,0,255)); + fg.AddRect(subplot->Items.Legend.RectClamped.Min, subplot->Items.Legend.RectClamped.Max, IM_COL32(255,128,0,255)); + } + } + if (ImGui::TreeNode("Plots","Plots (%d)", n_plots)) { + for (int p = 0; p < n_plots; ++p) { + // plot + ImPlotPlot& plot = *gp.Plots.GetByIndex(p); + ImGui::PushID(p); + if (ImGui::TreeNode("Plot", "Plot [0x%08X]", plot.ID)) { + int n_items = plot.Items.GetItemCount(); + if (ImGui::TreeNode("Items", "Items (%d)", n_items)) { + for (int i = 0; i < n_items; ++i) { + ImPlotItem* item = plot.Items.GetItemByIndex(i); + ImGui::PushID(i); + if (ImGui::TreeNode("Item", "Item [0x%08X]", item->ID)) { + ImGui::Bullet(); ImGui::Checkbox("Show", &item->Show); + ImGui::Bullet(); + ImVec4 temp = ImGui::ColorConvertU32ToFloat4(item->Color); + if (ImGui::ColorEdit4("Color",&temp.x, ImGuiColorEditFlags_NoInputs)) + item->Color = ImGui::ColorConvertFloat4ToU32(temp); + + ImGui::BulletText("NameOffset: %d",item->NameOffset); + ImGui::BulletText("Name: %s", item->NameOffset != -1 ? plot.Items.Legend.Labels.Buf.Data + item->NameOffset : "N/A"); + ImGui::BulletText("Hovered: %s",item->LegendHovered ? "true" : "false"); + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + char buff[16]; + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + ImFormatString(buff,16,"X-Axis %d", i+1); + if (plot.XAxis(i).Enabled && ImGui::TreeNode(buff, "X-Axis %d [0x%08X]", i+1, plot.XAxis(i).ID)) { + ShowAxisMetrics(plot, plot.XAxis(i)); + ImGui::TreePop(); + } + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) { + ImFormatString(buff,16,"Y-Axis %d", i+1); + if (plot.YAxis(i).Enabled && ImGui::TreeNode(buff, "Y-Axis %d [0x%08X]", i+1, plot.YAxis(i).ID)) { + ShowAxisMetrics(plot, plot.YAxis(i)); + ImGui::TreePop(); + } + } + ImGui::BulletText("Title: %s", plot.HasTitle() ? plot.GetTitle() : "none"); + ImGui::BulletText("Flags: 0x%08X", plot.Flags); + ImGui::BulletText("Initialized: %s", plot.Initialized ? "true" : "false"); + ImGui::BulletText("Selecting: %s", plot.Selecting ? "true" : "false"); + ImGui::BulletText("Selected: %s", plot.Selected ? "true" : "false"); + ImGui::BulletText("Hovered: %s", plot.Hovered ? "true" : "false"); + ImGui::BulletText("Held: %s", plot.Held ? "true" : "false"); + ImGui::BulletText("LegendHovered: %s", plot.Items.Legend.Hovered ? "true" : "false"); + ImGui::BulletText("ContextLocked: %s", plot.ContextLocked ? "true" : "false"); + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Subplots","Subplots (%d)", n_subplots)) { + for (int p = 0; p < n_subplots; ++p) { + // plot + ImPlotSubplot& plot = *gp.Subplots.GetByIndex(p); + ImGui::PushID(p); + if (ImGui::TreeNode("Subplot", "Subplot [0x%08X]", plot.ID)) { + int n_items = plot.Items.GetItemCount(); + if (ImGui::TreeNode("Items", "Items (%d)", n_items)) { + for (int i = 0; i < n_items; ++i) { + ImPlotItem* item = plot.Items.GetItemByIndex(i); + ImGui::PushID(i); + if (ImGui::TreeNode("Item", "Item [0x%08X]", item->ID)) { + ImGui::Bullet(); ImGui::Checkbox("Show", &item->Show); + ImGui::Bullet(); + ImVec4 temp = ImGui::ColorConvertU32ToFloat4(item->Color); + if (ImGui::ColorEdit4("Color",&temp.x, ImGuiColorEditFlags_NoInputs)) + item->Color = ImGui::ColorConvertFloat4ToU32(temp); + + ImGui::BulletText("NameOffset: %d",item->NameOffset); + ImGui::BulletText("Name: %s", item->NameOffset != -1 ? plot.Items.Legend.Labels.Buf.Data + item->NameOffset : "N/A"); + ImGui::BulletText("Hovered: %s",item->LegendHovered ? "true" : "false"); + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + ImGui::BulletText("Flags: 0x%08X", plot.Flags); + ImGui::BulletText("FrameHovered: %s", plot.FrameHovered ? "true" : "false"); + ImGui::BulletText("LegendHovered: %s", plot.Items.Legend.Hovered ? "true" : "false"); + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Colormaps")) { + ImGui::BulletText("Colormaps: %d", gp.ColormapData.Count); + ImGui::BulletText("Memory: %d bytes", gp.ColormapData.Tables.Size * 4); + if (ImGui::TreeNode("Data")) { + for (int m = 0; m < gp.ColormapData.Count; ++m) { + if (ImGui::TreeNode(gp.ColormapData.GetName(m))) { + int count = gp.ColormapData.GetKeyCount(m); + int size = gp.ColormapData.GetTableSize(m); + bool qual = gp.ColormapData.IsQual(m); + ImGui::BulletText("Qualitative: %s", qual ? "true" : "false"); + ImGui::BulletText("Key Count: %d", count); + ImGui::BulletText("Table Size: %d", size); + ImGui::Indent(); + + static float t = 0.5; + ImVec4 samp; + float wid = 32 * 10 - ImGui::GetFrameHeight() - ImGui::GetStyle().ItemSpacing.x; + ImGui::SetNextItemWidth(wid); + ImPlot::ColormapSlider("##Sample",&t,&samp,"%.3f",m); + ImGui::SameLine(); + ImGui::ColorButton("Sampler",samp); + ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0,0,0,0)); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0)); + for (int c = 0; c < size; ++c) { + ImVec4 col = ImGui::ColorConvertU32ToFloat4(gp.ColormapData.GetTableColor(m,c)); + ImGui::PushID(m*1000+c); + ImGui::ColorButton("",col,0,ImVec2(10,10)); + ImGui::PopID(); + if ((c + 1) % 32 != 0 && c != size - 1) + ImGui::SameLine(); + } + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + ImGui::Unindent(); + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::End(); +} + +bool ShowDatePicker(const char* id, int* level, ImPlotTime* t, const ImPlotTime* t1, const ImPlotTime* t2) { + + ImGui::PushID(id); + ImGui::BeginGroup(); + + ImGuiStyle& style = ImGui::GetStyle(); + ImVec4 col_txt = style.Colors[ImGuiCol_Text]; + ImVec4 col_dis = style.Colors[ImGuiCol_TextDisabled]; + ImVec4 col_btn = style.Colors[ImGuiCol_Button]; + ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0,0,0,0)); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0)); + + const float ht = ImGui::GetFrameHeight(); + ImVec2 cell_size(ht*1.25f,ht); + char buff[32]; + bool clk = false; + tm& Tm = GImPlot->Tm; + + const int min_yr = 1970; + const int max_yr = 2999; + + // t1 parts + int t1_mo = 0; int t1_md = 0; int t1_yr = 0; + if (t1 != nullptr) { + GetTime(*t1,&Tm); + t1_mo = Tm.tm_mon; + t1_md = Tm.tm_mday; + t1_yr = Tm.tm_year + 1900; + } + + // t2 parts + int t2_mo = 0; int t2_md = 0; int t2_yr = 0; + if (t2 != nullptr) { + GetTime(*t2,&Tm); + t2_mo = Tm.tm_mon; + t2_md = Tm.tm_mday; + t2_yr = Tm.tm_year + 1900; + } + + // day widget + if (*level == 0) { + *t = FloorTime(*t, ImPlotTimeUnit_Day); + GetTime(*t, &Tm); + const int this_year = Tm.tm_year + 1900; + const int last_year = this_year - 1; + const int next_year = this_year + 1; + const int this_mon = Tm.tm_mon; + const int last_mon = this_mon == 0 ? 11 : this_mon - 1; + const int next_mon = this_mon == 11 ? 0 : this_mon + 1; + const int days_this_mo = GetDaysInMonth(this_year, this_mon); + const int days_last_mo = GetDaysInMonth(this_mon == 0 ? last_year : this_year, last_mon); + ImPlotTime t_first_mo = FloorTime(*t,ImPlotTimeUnit_Mo); + GetTime(t_first_mo,&Tm); + const int first_wd = Tm.tm_wday; + // month year + ImFormatString(buff, 32, "%s %d", MONTH_NAMES[this_mon], this_year); + if (ImGui::Button(buff)) + *level = 1; + ImGui::SameLine(5*cell_size.x); + BeginDisabledControls(this_year <= min_yr && this_mon == 0); + if (ImGui::ArrowButtonEx("##Up",ImGuiDir_Up,cell_size)) + *t = AddTime(*t, ImPlotTimeUnit_Mo, -1); + EndDisabledControls(this_year <= min_yr && this_mon == 0); + ImGui::SameLine(); + BeginDisabledControls(this_year >= max_yr && this_mon == 11); + if (ImGui::ArrowButtonEx("##Down",ImGuiDir_Down,cell_size)) + *t = AddTime(*t, ImPlotTimeUnit_Mo, 1); + EndDisabledControls(this_year >= max_yr && this_mon == 11); + // render weekday abbreviations + ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true); + for (int i = 0; i < 7; ++i) { + ImGui::Button(WD_ABRVS[i],cell_size); + if (i != 6) { ImGui::SameLine(); } + } + ImGui::PopItemFlag(); + // 0 = last mo, 1 = this mo, 2 = next mo + int mo = first_wd > 0 ? 0 : 1; + int day = mo == 1 ? 1 : days_last_mo - first_wd + 1; + for (int i = 0; i < 6; ++i) { + for (int j = 0; j < 7; ++j) { + if (mo == 0 && day > days_last_mo) { + mo = 1; + day = 1; + } + else if (mo == 1 && day > days_this_mo) { + mo = 2; + day = 1; + } + const int now_yr = (mo == 0 && this_mon == 0) ? last_year : ((mo == 2 && this_mon == 11) ? next_year : this_year); + const int now_mo = mo == 0 ? last_mon : (mo == 1 ? this_mon : next_mon); + const int now_md = day; + + const bool off_mo = mo == 0 || mo == 2; + const bool t1_or_t2 = (t1 != nullptr && t1_mo == now_mo && t1_yr == now_yr && t1_md == now_md) || + (t2 != nullptr && t2_mo == now_mo && t2_yr == now_yr && t2_md == now_md); + + if (off_mo) + ImGui::PushStyleColor(ImGuiCol_Text, col_dis); + if (t1_or_t2) { + ImGui::PushStyleColor(ImGuiCol_Button, col_btn); + ImGui::PushStyleColor(ImGuiCol_Text, col_txt); + } + ImGui::PushID(i*7+j); + ImFormatString(buff,32,"%d",day); + if (now_yr == min_yr-1 || now_yr == max_yr+1) { + ImGui::Dummy(cell_size); + } + else if (ImGui::Button(buff,cell_size) && !clk) { + *t = MakeTime(now_yr, now_mo, now_md); + clk = true; + } + ImGui::PopID(); + if (t1_or_t2) + ImGui::PopStyleColor(2); + if (off_mo) + ImGui::PopStyleColor(); + if (j != 6) + ImGui::SameLine(); + day++; + } + } + } + // month widget + else if (*level == 1) { + *t = FloorTime(*t, ImPlotTimeUnit_Mo); + GetTime(*t, &Tm); + int this_yr = Tm.tm_year + 1900; + ImFormatString(buff, 32, "%d", this_yr); + if (ImGui::Button(buff)) + *level = 2; + BeginDisabledControls(this_yr <= min_yr); + ImGui::SameLine(5*cell_size.x); + if (ImGui::ArrowButtonEx("##Up",ImGuiDir_Up,cell_size)) + *t = AddTime(*t, ImPlotTimeUnit_Yr, -1); + EndDisabledControls(this_yr <= min_yr); + ImGui::SameLine(); + BeginDisabledControls(this_yr >= max_yr); + if (ImGui::ArrowButtonEx("##Down",ImGuiDir_Down,cell_size)) + *t = AddTime(*t, ImPlotTimeUnit_Yr, 1); + EndDisabledControls(this_yr >= max_yr); + // ImGui::Dummy(cell_size); + cell_size.x *= 7.0f/4.0f; + cell_size.y *= 7.0f/3.0f; + int mo = 0; + for (int i = 0; i < 3; ++i) { + for (int j = 0; j < 4; ++j) { + const bool t1_or_t2 = (t1 != nullptr && t1_yr == this_yr && t1_mo == mo) || + (t2 != nullptr && t2_yr == this_yr && t2_mo == mo); + if (t1_or_t2) + ImGui::PushStyleColor(ImGuiCol_Button, col_btn); + if (ImGui::Button(MONTH_ABRVS[mo],cell_size) && !clk) { + *t = MakeTime(this_yr, mo); + *level = 0; + } + if (t1_or_t2) + ImGui::PopStyleColor(); + if (j != 3) + ImGui::SameLine(); + mo++; + } + } + } + else if (*level == 2) { + *t = FloorTime(*t, ImPlotTimeUnit_Yr); + int this_yr = GetYear(*t); + int yr = this_yr - this_yr % 20; + ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true); + ImFormatString(buff,32,"%d-%d",yr,yr+19); + ImGui::Button(buff); + ImGui::PopItemFlag(); + ImGui::SameLine(5*cell_size.x); + BeginDisabledControls(yr <= min_yr); + if (ImGui::ArrowButtonEx("##Up",ImGuiDir_Up,cell_size)) + *t = MakeTime(yr-20); + EndDisabledControls(yr <= min_yr); + ImGui::SameLine(); + BeginDisabledControls(yr + 20 >= max_yr); + if (ImGui::ArrowButtonEx("##Down",ImGuiDir_Down,cell_size)) + *t = MakeTime(yr+20); + EndDisabledControls(yr+ 20 >= max_yr); + // ImGui::Dummy(cell_size); + cell_size.x *= 7.0f/4.0f; + cell_size.y *= 7.0f/5.0f; + for (int i = 0; i < 5; ++i) { + for (int j = 0; j < 4; ++j) { + const bool t1_or_t2 = (t1 != nullptr && t1_yr == yr) || (t2 != nullptr && t2_yr == yr); + if (t1_or_t2) + ImGui::PushStyleColor(ImGuiCol_Button, col_btn); + ImFormatString(buff,32,"%d",yr); + if (yr<1970||yr>3000) { + ImGui::Dummy(cell_size); + } + else if (ImGui::Button(buff,cell_size)) { + *t = MakeTime(yr); + *level = 1; + } + if (t1_or_t2) + ImGui::PopStyleColor(); + if (j != 3) + ImGui::SameLine(); + yr++; + } + } + } + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + ImGui::EndGroup(); + ImGui::PopID(); + return clk; +} + +bool ShowTimePicker(const char* id, ImPlotTime* t) { + ImPlotContext& gp = *GImPlot; + ImGui::PushID(id); + tm& Tm = gp.Tm; + GetTime(*t,&Tm); + + static const char* nums[] = { "00","01","02","03","04","05","06","07","08","09", + "10","11","12","13","14","15","16","17","18","19", + "20","21","22","23","24","25","26","27","28","29", + "30","31","32","33","34","35","36","37","38","39", + "40","41","42","43","44","45","46","47","48","49", + "50","51","52","53","54","55","56","57","58","59"}; + + static const char* am_pm[] = {"am","pm"}; + + bool hour24 = gp.Style.Use24HourClock; + + int hr = hour24 ? Tm.tm_hour : ((Tm.tm_hour == 0 || Tm.tm_hour == 12) ? 12 : Tm.tm_hour % 12); + int min = Tm.tm_min; + int sec = Tm.tm_sec; + int ap = Tm.tm_hour < 12 ? 0 : 1; + + bool changed = false; + + ImVec2 spacing = ImGui::GetStyle().ItemSpacing; + spacing.x = 0; + float width = ImGui::CalcTextSize("888").x; + float height = ImGui::GetFrameHeight(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, spacing); + ImGui::PushStyleVar(ImGuiStyleVar_ScrollbarSize,2.0f); + ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0,0,0,0)); + ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0,0,0,0)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImGui::GetStyleColorVec4(ImGuiCol_ButtonHovered)); + + ImGui::SetNextItemWidth(width); + if (ImGui::BeginCombo("##hr",nums[hr],ImGuiComboFlags_NoArrowButton)) { + const int ia = hour24 ? 0 : 1; + const int ib = hour24 ? 24 : 13; + for (int i = ia; i < ib; ++i) { + if (ImGui::Selectable(nums[i],i==hr)) { + hr = i; + changed = true; + } + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::Text(":"); + ImGui::SameLine(); + ImGui::SetNextItemWidth(width); + if (ImGui::BeginCombo("##min",nums[min],ImGuiComboFlags_NoArrowButton)) { + for (int i = 0; i < 60; ++i) { + if (ImGui::Selectable(nums[i],i==min)) { + min = i; + changed = true; + } + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::Text(":"); + ImGui::SameLine(); + ImGui::SetNextItemWidth(width); + if (ImGui::BeginCombo("##sec",nums[sec],ImGuiComboFlags_NoArrowButton)) { + for (int i = 0; i < 60; ++i) { + if (ImGui::Selectable(nums[i],i==sec)) { + sec = i; + changed = true; + } + } + ImGui::EndCombo(); + } + if (!hour24) { + ImGui::SameLine(); + if (ImGui::Button(am_pm[ap],ImVec2(0,height))) { + ap = 1 - ap; + changed = true; + } + } + + ImGui::PopStyleColor(3); + ImGui::PopStyleVar(2); + ImGui::PopID(); + + if (changed) { + if (!hour24) + hr = hr % 12 + ap * 12; + Tm.tm_hour = hr; + Tm.tm_min = min; + Tm.tm_sec = sec; + *t = MkTime(&Tm); + } + + return changed; +} + +void StyleColorsAuto(ImPlotStyle* dst) { + ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle(); + ImVec4* colors = style->Colors; + + style->MinorAlpha = 0.25f; + + colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL; + colors[ImPlotCol_FrameBg] = IMPLOT_AUTO_COL; + colors[ImPlotCol_PlotBg] = IMPLOT_AUTO_COL; + colors[ImPlotCol_PlotBorder] = IMPLOT_AUTO_COL; + colors[ImPlotCol_LegendBg] = IMPLOT_AUTO_COL; + colors[ImPlotCol_LegendBorder] = IMPLOT_AUTO_COL; + colors[ImPlotCol_LegendText] = IMPLOT_AUTO_COL; + colors[ImPlotCol_TitleText] = IMPLOT_AUTO_COL; + colors[ImPlotCol_InlayText] = IMPLOT_AUTO_COL; + colors[ImPlotCol_PlotBorder] = IMPLOT_AUTO_COL; + colors[ImPlotCol_AxisText] = IMPLOT_AUTO_COL; + colors[ImPlotCol_AxisGrid] = IMPLOT_AUTO_COL; + colors[ImPlotCol_AxisTick] = IMPLOT_AUTO_COL; + colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; + colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; + colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Selection] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Crosshairs] = IMPLOT_AUTO_COL; +} + +void StyleColorsClassic(ImPlotStyle* dst) { + ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle(); + ImVec4* colors = style->Colors; + + style->MinorAlpha = 0.5f; + + colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_ErrorBar] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImPlotCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImPlotCol_PlotBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.35f); + colors[ImPlotCol_PlotBorder] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImPlotCol_LegendBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImPlotCol_LegendBorder] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImPlotCol_LegendText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImPlotCol_TitleText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImPlotCol_InlayText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImPlotCol_AxisText] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImPlotCol_AxisGrid] = ImVec4(0.90f, 0.90f, 0.90f, 0.25f); + colors[ImPlotCol_AxisTick] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_Selection] = ImVec4(0.97f, 0.97f, 0.39f, 1.00f); + colors[ImPlotCol_Crosshairs] = ImVec4(0.50f, 0.50f, 0.50f, 0.75f); +} + +void StyleColorsDark(ImPlotStyle* dst) { + ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle(); + ImVec4* colors = style->Colors; + + style->MinorAlpha = 0.25f; + + colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL; + colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImPlotCol_PlotBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.50f); + colors[ImPlotCol_PlotBorder] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImPlotCol_LegendBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImPlotCol_LegendBorder] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImPlotCol_LegendText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_TitleText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_InlayText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_AxisText] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_AxisGrid] = ImVec4(1.00f, 1.00f, 1.00f, 0.25f); + colors[ImPlotCol_AxisTick] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_Selection] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImPlotCol_Crosshairs] = ImVec4(1.00f, 1.00f, 1.00f, 0.50f); +} + +void StyleColorsLight(ImPlotStyle* dst) { + ImPlotStyle* style = dst ? dst : &ImPlot::GetStyle(); + ImVec4* colors = style->Colors; + + style->MinorAlpha = 1.0f; + + colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL; + colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_PlotBg] = ImVec4(0.42f, 0.57f, 1.00f, 0.13f); + colors[ImPlotCol_PlotBorder] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImPlotCol_LegendBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImPlotCol_LegendBorder] = ImVec4(0.82f, 0.82f, 0.82f, 0.80f); + colors[ImPlotCol_LegendText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_TitleText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_InlayText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_AxisText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_AxisGrid] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_AxisTick] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f); + colors[ImPlotCol_AxisBg] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBgHovered] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_AxisBgActive] = IMPLOT_AUTO_COL; // TODO + colors[ImPlotCol_Selection] = ImVec4(0.82f, 0.64f, 0.03f, 1.00f); + colors[ImPlotCol_Crosshairs] = ImVec4(0.00f, 0.00f, 0.00f, 0.50f); +} + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete Functions/Types +//----------------------------------------------------------------------------- + +#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS + +bool BeginPlot(const char* title, const char* x_label, const char* y1_label, const ImVec2& size, + ImPlotFlags flags, ImPlotAxisFlags x_flags, ImPlotAxisFlags y1_flags, ImPlotAxisFlags y2_flags, ImPlotAxisFlags y3_flags, + const char* y2_label, const char* y3_label) +{ + if (!BeginPlot(title, size, flags)) + return false; + SetupAxis(ImAxis_X1, x_label, x_flags); + SetupAxis(ImAxis_Y1, y1_label, y1_flags); + if (ImHasFlag(flags, ImPlotFlags_YAxis2)) + SetupAxis(ImAxis_Y2, y2_label, y2_flags); + if (ImHasFlag(flags, ImPlotFlags_YAxis3)) + SetupAxis(ImAxis_Y3, y3_label, y3_flags); + return true; +} + +#endif + +} // namespace ImPlot diff --git a/lib/cimgui/cimplot/implot/implot.h b/lib/cimgui/cimplot/implot/implot.h new file mode 100644 index 0000000..3054331 --- /dev/null +++ b/lib/cimgui/cimplot/implot/implot.h @@ -0,0 +1,1297 @@ +// MIT License + +// Copyright (c) 2023 Evan Pezent + +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: + +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. + +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +// ImPlot v0.17 + +// Table of Contents: +// +// [SECTION] Macros and Defines +// [SECTION] Enums and Types +// [SECTION] Callbacks +// [SECTION] Contexts +// [SECTION] Begin/End Plot +// [SECTION] Begin/End Subplot +// [SECTION] Setup +// [SECTION] SetNext +// [SECTION] Plot Items +// [SECTION] Plot Tools +// [SECTION] Plot Utils +// [SECTION] Legend Utils +// [SECTION] Drag and Drop +// [SECTION] Styling +// [SECTION] Colormaps +// [SECTION] Input Mapping +// [SECTION] Miscellaneous +// [SECTION] Demo +// [SECTION] Obsolete API + +#pragma once +#include "imgui.h" + +//----------------------------------------------------------------------------- +// [SECTION] Macros and Defines +//----------------------------------------------------------------------------- + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// Using ImPlot via a shared library is not recommended, because we don't guarantee +// backward nor forward ABI compatibility and also function call overhead. If you +// do use ImPlot as a DLL, be sure to call SetImGuiContext (see Miscellanous section). +#ifndef IMPLOT_API +#define IMPLOT_API +#endif + +// ImPlot version string. +#define IMPLOT_VERSION "0.17" +// Indicates variable should deduced automatically. +#define IMPLOT_AUTO -1 +// Special color used to indicate that a color should be deduced automatically. +#define IMPLOT_AUTO_COL ImVec4(0,0,0,-1) +// Macro for templated plotting functions; keeps header clean. +#define IMPLOT_TMP template IMPLOT_API + +//----------------------------------------------------------------------------- +// [SECTION] Enums and Types +//----------------------------------------------------------------------------- + +// Forward declarations +struct ImPlotContext; // ImPlot context (opaque struct, see implot_internal.h) + +// Enums/Flags +typedef int ImAxis; // -> enum ImAxis_ +typedef int ImPlotFlags; // -> enum ImPlotFlags_ +typedef int ImPlotAxisFlags; // -> enum ImPlotAxisFlags_ +typedef int ImPlotSubplotFlags; // -> enum ImPlotSubplotFlags_ +typedef int ImPlotLegendFlags; // -> enum ImPlotLegendFlags_ +typedef int ImPlotMouseTextFlags; // -> enum ImPlotMouseTextFlags_ +typedef int ImPlotDragToolFlags; // -> ImPlotDragToolFlags_ +typedef int ImPlotColormapScaleFlags; // -> ImPlotColormapScaleFlags_ + +typedef int ImPlotItemFlags; // -> ImPlotItemFlags_ +typedef int ImPlotLineFlags; // -> ImPlotLineFlags_ +typedef int ImPlotScatterFlags; // -> ImPlotScatterFlags +typedef int ImPlotStairsFlags; // -> ImPlotStairsFlags_ +typedef int ImPlotShadedFlags; // -> ImPlotShadedFlags_ +typedef int ImPlotBarsFlags; // -> ImPlotBarsFlags_ +typedef int ImPlotBarGroupsFlags; // -> ImPlotBarGroupsFlags_ +typedef int ImPlotErrorBarsFlags; // -> ImPlotErrorBarsFlags_ +typedef int ImPlotStemsFlags; // -> ImPlotStemsFlags_ +typedef int ImPlotInfLinesFlags; // -> ImPlotInfLinesFlags_ +typedef int ImPlotPieChartFlags; // -> ImPlotPieChartFlags_ +typedef int ImPlotHeatmapFlags; // -> ImPlotHeatmapFlags_ +typedef int ImPlotHistogramFlags; // -> ImPlotHistogramFlags_ +typedef int ImPlotDigitalFlags; // -> ImPlotDigitalFlags_ +typedef int ImPlotImageFlags; // -> ImPlotImageFlags_ +typedef int ImPlotTextFlags; // -> ImPlotTextFlags_ +typedef int ImPlotDummyFlags; // -> ImPlotDummyFlags_ + +typedef int ImPlotCond; // -> enum ImPlotCond_ +typedef int ImPlotCol; // -> enum ImPlotCol_ +typedef int ImPlotStyleVar; // -> enum ImPlotStyleVar_ +typedef int ImPlotScale; // -> enum ImPlotScale_ +typedef int ImPlotMarker; // -> enum ImPlotMarker_ +typedef int ImPlotColormap; // -> enum ImPlotColormap_ +typedef int ImPlotLocation; // -> enum ImPlotLocation_ +typedef int ImPlotBin; // -> enum ImPlotBin_ + +// Axis indices. The values assigned may change; NEVER hardcode these. +enum ImAxis_ { + // horizontal axes + ImAxis_X1 = 0, // enabled by default + ImAxis_X2, // disabled by default + ImAxis_X3, // disabled by default + // vertical axes + ImAxis_Y1, // enabled by default + ImAxis_Y2, // disabled by default + ImAxis_Y3, // disabled by default + // bookeeping + ImAxis_COUNT +}; + +// Options for plots (see BeginPlot). +enum ImPlotFlags_ { + ImPlotFlags_None = 0, // default + ImPlotFlags_NoTitle = 1 << 0, // the plot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MyPlot") + ImPlotFlags_NoLegend = 1 << 1, // the legend will not be displayed + ImPlotFlags_NoMouseText = 1 << 2, // the mouse position, in plot coordinates, will not be displayed inside of the plot + ImPlotFlags_NoInputs = 1 << 3, // the user will not be able to interact with the plot + ImPlotFlags_NoMenus = 1 << 4, // the user will not be able to open context menus + ImPlotFlags_NoBoxSelect = 1 << 5, // the user will not be able to box-select + ImPlotFlags_NoFrame = 1 << 6, // the ImGui frame will not be rendered + ImPlotFlags_Equal = 1 << 7, // x and y axes pairs will be constrained to have the same units/pixel + ImPlotFlags_Crosshairs = 1 << 8, // the default mouse cursor will be replaced with a crosshair when hovered + ImPlotFlags_CanvasOnly = ImPlotFlags_NoTitle | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMouseText +}; + +// Options for plot axes (see SetupAxis). +enum ImPlotAxisFlags_ { + ImPlotAxisFlags_None = 0, // default + ImPlotAxisFlags_NoLabel = 1 << 0, // the axis label will not be displayed (axis labels are also hidden if the supplied string name is nullptr) + ImPlotAxisFlags_NoGridLines = 1 << 1, // no grid lines will be displayed + ImPlotAxisFlags_NoTickMarks = 1 << 2, // no tick marks will be displayed + ImPlotAxisFlags_NoTickLabels = 1 << 3, // no text labels will be displayed + ImPlotAxisFlags_NoInitialFit = 1 << 4, // axis will not be initially fit to data extents on the first rendered frame + ImPlotAxisFlags_NoMenus = 1 << 5, // the user will not be able to open context menus with right-click + ImPlotAxisFlags_NoSideSwitch = 1 << 6, // the user will not be able to switch the axis side by dragging it + ImPlotAxisFlags_NoHighlight = 1 << 7, // the axis will not have its background highlighted when hovered or held + ImPlotAxisFlags_Opposite = 1 << 8, // axis ticks and labels will be rendered on the conventionally opposite side (i.e, right or top) + ImPlotAxisFlags_Foreground = 1 << 9, // grid lines will be displayed in the foreground (i.e. on top of data) instead of the background + ImPlotAxisFlags_Invert = 1 << 10, // the axis will be inverted + ImPlotAxisFlags_AutoFit = 1 << 11, // axis will be auto-fitting to data extents + ImPlotAxisFlags_RangeFit = 1 << 12, // axis will only fit points if the point is in the visible range of the **orthogonal** axis + ImPlotAxisFlags_PanStretch = 1 << 13, // panning in a locked or constrained state will cause the axis to stretch if possible + ImPlotAxisFlags_LockMin = 1 << 14, // the axis minimum value will be locked when panning/zooming + ImPlotAxisFlags_LockMax = 1 << 15, // the axis maximum value will be locked when panning/zooming + ImPlotAxisFlags_Lock = ImPlotAxisFlags_LockMin | ImPlotAxisFlags_LockMax, + ImPlotAxisFlags_NoDecorations = ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks | ImPlotAxisFlags_NoTickLabels, + ImPlotAxisFlags_AuxDefault = ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_Opposite +}; + +// Options for subplots (see BeginSubplot) +enum ImPlotSubplotFlags_ { + ImPlotSubplotFlags_None = 0, // default + ImPlotSubplotFlags_NoTitle = 1 << 0, // the subplot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MySubplot") + ImPlotSubplotFlags_NoLegend = 1 << 1, // the legend will not be displayed (only applicable if ImPlotSubplotFlags_ShareItems is enabled) + ImPlotSubplotFlags_NoMenus = 1 << 2, // the user will not be able to open context menus with right-click + ImPlotSubplotFlags_NoResize = 1 << 3, // resize splitters between subplot cells will be not be provided + ImPlotSubplotFlags_NoAlign = 1 << 4, // subplot edges will not be aligned vertically or horizontally + ImPlotSubplotFlags_ShareItems = 1 << 5, // items across all subplots will be shared and rendered into a single legend entry + ImPlotSubplotFlags_LinkRows = 1 << 6, // link the y-axis limits of all plots in each row (does not apply to auxiliary axes) + ImPlotSubplotFlags_LinkCols = 1 << 7, // link the x-axis limits of all plots in each column (does not apply to auxiliary axes) + ImPlotSubplotFlags_LinkAllX = 1 << 8, // link the x-axis limits in every plot in the subplot (does not apply to auxiliary axes) + ImPlotSubplotFlags_LinkAllY = 1 << 9, // link the y-axis limits in every plot in the subplot (does not apply to auxiliary axes) + ImPlotSubplotFlags_ColMajor = 1 << 10 // subplots are added in column major order instead of the default row major order +}; + +// Options for legends (see SetupLegend) +enum ImPlotLegendFlags_ { + ImPlotLegendFlags_None = 0, // default + ImPlotLegendFlags_NoButtons = 1 << 0, // legend icons will not function as hide/show buttons + ImPlotLegendFlags_NoHighlightItem = 1 << 1, // plot items will not be highlighted when their legend entry is hovered + ImPlotLegendFlags_NoHighlightAxis = 1 << 2, // axes will not be highlighted when legend entries are hovered (only relevant if x/y-axis count > 1) + ImPlotLegendFlags_NoMenus = 1 << 3, // the user will not be able to open context menus with right-click + ImPlotLegendFlags_Outside = 1 << 4, // legend will be rendered outside of the plot area + ImPlotLegendFlags_Horizontal = 1 << 5, // legend entries will be displayed horizontally + ImPlotLegendFlags_Sort = 1 << 6, // legend entries will be displayed in alphabetical order +}; + +// Options for mouse hover text (see SetupMouseText) +enum ImPlotMouseTextFlags_ { + ImPlotMouseTextFlags_None = 0, // default + ImPlotMouseTextFlags_NoAuxAxes = 1 << 0, // only show the mouse position for primary axes + ImPlotMouseTextFlags_NoFormat = 1 << 1, // axes label formatters won't be used to render text + ImPlotMouseTextFlags_ShowAlways = 1 << 2, // always display mouse position even if plot not hovered +}; + +// Options for DragPoint, DragLine, DragRect +enum ImPlotDragToolFlags_ { + ImPlotDragToolFlags_None = 0, // default + ImPlotDragToolFlags_NoCursors = 1 << 0, // drag tools won't change cursor icons when hovered or held + ImPlotDragToolFlags_NoFit = 1 << 1, // the drag tool won't be considered for plot fits + ImPlotDragToolFlags_NoInputs = 1 << 2, // lock the tool from user inputs + ImPlotDragToolFlags_Delayed = 1 << 3, // tool rendering will be delayed one frame; useful when applying position-constraints +}; + +// Flags for ColormapScale +enum ImPlotColormapScaleFlags_ { + ImPlotColormapScaleFlags_None = 0, // default + ImPlotColormapScaleFlags_NoLabel = 1 << 0, // the colormap axis label will not be displayed + ImPlotColormapScaleFlags_Opposite = 1 << 1, // render the colormap label and tick labels on the opposite side + ImPlotColormapScaleFlags_Invert = 1 << 2, // invert the colormap bar and axis scale (this only affects rendering; if you only want to reverse the scale mapping, make scale_min > scale_max) +}; + +// Flags for ANY PlotX function +enum ImPlotItemFlags_ { + ImPlotItemFlags_None = 0, + ImPlotItemFlags_NoLegend = 1 << 0, // the item won't have a legend entry displayed + ImPlotItemFlags_NoFit = 1 << 1, // the item won't be considered for plot fits +}; + +// Flags for PlotLine +enum ImPlotLineFlags_ { + ImPlotLineFlags_None = 0, // default + ImPlotLineFlags_Segments = 1 << 10, // a line segment will be rendered from every two consecutive points + ImPlotLineFlags_Loop = 1 << 11, // the last and first point will be connected to form a closed loop + ImPlotLineFlags_SkipNaN = 1 << 12, // NaNs values will be skipped instead of rendered as missing data + ImPlotLineFlags_NoClip = 1 << 13, // markers (if displayed) on the edge of a plot will not be clipped + ImPlotLineFlags_Shaded = 1 << 14, // a filled region between the line and horizontal origin will be rendered; use PlotShaded for more advanced cases +}; + +// Flags for PlotScatter +enum ImPlotScatterFlags_ { + ImPlotScatterFlags_None = 0, // default + ImPlotScatterFlags_NoClip = 1 << 10, // markers on the edge of a plot will not be clipped +}; + +// Flags for PlotStairs +enum ImPlotStairsFlags_ { + ImPlotStairsFlags_None = 0, // default + ImPlotStairsFlags_PreStep = 1 << 10, // the y value is continued constantly to the left from every x position, i.e. the interval (x[i-1], x[i]] has the value y[i] + ImPlotStairsFlags_Shaded = 1 << 11 // a filled region between the stairs and horizontal origin will be rendered; use PlotShaded for more advanced cases +}; + +// Flags for PlotShaded (placeholder) +enum ImPlotShadedFlags_ { + ImPlotShadedFlags_None = 0 // default +}; + +// Flags for PlotBars +enum ImPlotBarsFlags_ { + ImPlotBarsFlags_None = 0, // default + ImPlotBarsFlags_Horizontal = 1 << 10, // bars will be rendered horizontally on the current y-axis +}; + +// Flags for PlotBarGroups +enum ImPlotBarGroupsFlags_ { + ImPlotBarGroupsFlags_None = 0, // default + ImPlotBarGroupsFlags_Horizontal = 1 << 10, // bar groups will be rendered horizontally on the current y-axis + ImPlotBarGroupsFlags_Stacked = 1 << 11, // items in a group will be stacked on top of each other +}; + +// Flags for PlotErrorBars +enum ImPlotErrorBarsFlags_ { + ImPlotErrorBarsFlags_None = 0, // default + ImPlotErrorBarsFlags_Horizontal = 1 << 10, // error bars will be rendered horizontally on the current y-axis +}; + +// Flags for PlotStems +enum ImPlotStemsFlags_ { + ImPlotStemsFlags_None = 0, // default + ImPlotStemsFlags_Horizontal = 1 << 10, // stems will be rendered horizontally on the current y-axis +}; + +// Flags for PlotInfLines +enum ImPlotInfLinesFlags_ { + ImPlotInfLinesFlags_None = 0, // default + ImPlotInfLinesFlags_Horizontal = 1 << 10 // lines will be rendered horizontally on the current y-axis +}; + +// Flags for PlotPieChart +enum ImPlotPieChartFlags_ { + ImPlotPieChartFlags_None = 0, // default + ImPlotPieChartFlags_Normalize = 1 << 10, // force normalization of pie chart values (i.e. always make a full circle if sum < 0) + ImPlotPieChartFlags_IgnoreHidden = 1 << 11 // ignore hidden slices when drawing the pie chart (as if they were not there) +}; + +// Flags for PlotHeatmap +enum ImPlotHeatmapFlags_ { + ImPlotHeatmapFlags_None = 0, // default + ImPlotHeatmapFlags_ColMajor = 1 << 10, // data will be read in column major order +}; + +// Flags for PlotHistogram and PlotHistogram2D +enum ImPlotHistogramFlags_ { + ImPlotHistogramFlags_None = 0, // default + ImPlotHistogramFlags_Horizontal = 1 << 10, // histogram bars will be rendered horizontally (not supported by PlotHistogram2D) + ImPlotHistogramFlags_Cumulative = 1 << 11, // each bin will contain its count plus the counts of all previous bins (not supported by PlotHistogram2D) + ImPlotHistogramFlags_Density = 1 << 12, // counts will be normalized, i.e. the PDF will be visualized, or the CDF will be visualized if Cumulative is also set + ImPlotHistogramFlags_NoOutliers = 1 << 13, // exclude values outside the specifed histogram range from the count toward normalizing and cumulative counts + ImPlotHistogramFlags_ColMajor = 1 << 14 // data will be read in column major order (not supported by PlotHistogram) +}; + +// Flags for PlotDigital (placeholder) +enum ImPlotDigitalFlags_ { + ImPlotDigitalFlags_None = 0 // default +}; + +// Flags for PlotImage (placeholder) +enum ImPlotImageFlags_ { + ImPlotImageFlags_None = 0 // default +}; + +// Flags for PlotText +enum ImPlotTextFlags_ { + ImPlotTextFlags_None = 0, // default + ImPlotTextFlags_Vertical = 1 << 10 // text will be rendered vertically +}; + +// Flags for PlotDummy (placeholder) +enum ImPlotDummyFlags_ { + ImPlotDummyFlags_None = 0 // default +}; + +// Represents a condition for SetupAxisLimits etc. (same as ImGuiCond, but we only support a subset of those enums) +enum ImPlotCond_ +{ + ImPlotCond_None = ImGuiCond_None, // No condition (always set the variable), same as _Always + ImPlotCond_Always = ImGuiCond_Always, // No condition (always set the variable) + ImPlotCond_Once = ImGuiCond_Once, // Set the variable once per runtime session (only the first call will succeed) +}; + +// Plot styling colors. +enum ImPlotCol_ { + // item styling colors + ImPlotCol_Line, // plot line/outline color (defaults to next unused color in current colormap) + ImPlotCol_Fill, // plot fill color for bars (defaults to the current line color) + ImPlotCol_MarkerOutline, // marker outline color (defaults to the current line color) + ImPlotCol_MarkerFill, // marker fill color (defaults to the current line color) + ImPlotCol_ErrorBar, // error bar color (defaults to ImGuiCol_Text) + // plot styling colors + ImPlotCol_FrameBg, // plot frame background color (defaults to ImGuiCol_FrameBg) + ImPlotCol_PlotBg, // plot area background color (defaults to ImGuiCol_WindowBg) + ImPlotCol_PlotBorder, // plot area border color (defaults to ImGuiCol_Border) + ImPlotCol_LegendBg, // legend background color (defaults to ImGuiCol_PopupBg) + ImPlotCol_LegendBorder, // legend border color (defaults to ImPlotCol_PlotBorder) + ImPlotCol_LegendText, // legend text color (defaults to ImPlotCol_InlayText) + ImPlotCol_TitleText, // plot title text color (defaults to ImGuiCol_Text) + ImPlotCol_InlayText, // color of text appearing inside of plots (defaults to ImGuiCol_Text) + ImPlotCol_AxisText, // axis label and tick lables color (defaults to ImGuiCol_Text) + ImPlotCol_AxisGrid, // axis grid color (defaults to 25% ImPlotCol_AxisText) + ImPlotCol_AxisTick, // axis tick color (defaults to AxisGrid) + ImPlotCol_AxisBg, // background color of axis hover region (defaults to transparent) + ImPlotCol_AxisBgHovered, // axis hover color (defaults to ImGuiCol_ButtonHovered) + ImPlotCol_AxisBgActive, // axis active color (defaults to ImGuiCol_ButtonActive) + ImPlotCol_Selection, // box-selection color (defaults to yellow) + ImPlotCol_Crosshairs, // crosshairs color (defaults to ImPlotCol_PlotBorder) + ImPlotCol_COUNT +}; + +// Plot styling variables. +enum ImPlotStyleVar_ { + // item styling variables + ImPlotStyleVar_LineWeight, // float, plot item line weight in pixels + ImPlotStyleVar_Marker, // int, marker specification + ImPlotStyleVar_MarkerSize, // float, marker size in pixels (roughly the marker's "radius") + ImPlotStyleVar_MarkerWeight, // float, plot outline weight of markers in pixels + ImPlotStyleVar_FillAlpha, // float, alpha modifier applied to all plot item fills + ImPlotStyleVar_ErrorBarSize, // float, error bar whisker width in pixels + ImPlotStyleVar_ErrorBarWeight, // float, error bar whisker weight in pixels + ImPlotStyleVar_DigitalBitHeight, // float, digital channels bit height (at 1) in pixels + ImPlotStyleVar_DigitalBitGap, // float, digital channels bit padding gap in pixels + // plot styling variables + ImPlotStyleVar_PlotBorderSize, // float, thickness of border around plot area + ImPlotStyleVar_MinorAlpha, // float, alpha multiplier applied to minor axis grid lines + ImPlotStyleVar_MajorTickLen, // ImVec2, major tick lengths for X and Y axes + ImPlotStyleVar_MinorTickLen, // ImVec2, minor tick lengths for X and Y axes + ImPlotStyleVar_MajorTickSize, // ImVec2, line thickness of major ticks + ImPlotStyleVar_MinorTickSize, // ImVec2, line thickness of minor ticks + ImPlotStyleVar_MajorGridSize, // ImVec2, line thickness of major grid lines + ImPlotStyleVar_MinorGridSize, // ImVec2, line thickness of minor grid lines + ImPlotStyleVar_PlotPadding, // ImVec2, padding between widget frame and plot area, labels, or outside legends (i.e. main padding) + ImPlotStyleVar_LabelPadding, // ImVec2, padding between axes labels, tick labels, and plot edge + ImPlotStyleVar_LegendPadding, // ImVec2, legend padding from plot edges + ImPlotStyleVar_LegendInnerPadding, // ImVec2, legend inner padding from legend edges + ImPlotStyleVar_LegendSpacing, // ImVec2, spacing between legend entries + ImPlotStyleVar_MousePosPadding, // ImVec2, padding between plot edge and interior info text + ImPlotStyleVar_AnnotationPadding, // ImVec2, text padding around annotation labels + ImPlotStyleVar_FitPadding, // ImVec2, additional fit padding as a percentage of the fit extents (e.g. ImVec2(0.1f,0.1f) adds 10% to the fit extents of X and Y) + ImPlotStyleVar_PlotDefaultSize, // ImVec2, default size used when ImVec2(0,0) is passed to BeginPlot + ImPlotStyleVar_PlotMinSize, // ImVec2, minimum size plot frame can be when shrunk + ImPlotStyleVar_COUNT +}; + +// Axis scale +enum ImPlotScale_ { + ImPlotScale_Linear = 0, // default linear scale + ImPlotScale_Time, // date/time scale + ImPlotScale_Log10, // base 10 logartithmic scale + ImPlotScale_SymLog, // symmetric log scale +}; + +// Marker specifications. +enum ImPlotMarker_ { + ImPlotMarker_None = -1, // no marker + ImPlotMarker_Circle, // a circle marker (default) + ImPlotMarker_Square, // a square maker + ImPlotMarker_Diamond, // a diamond marker + ImPlotMarker_Up, // an upward-pointing triangle marker + ImPlotMarker_Down, // an downward-pointing triangle marker + ImPlotMarker_Left, // an leftward-pointing triangle marker + ImPlotMarker_Right, // an rightward-pointing triangle marker + ImPlotMarker_Cross, // a cross marker (not fillable) + ImPlotMarker_Plus, // a plus marker (not fillable) + ImPlotMarker_Asterisk, // a asterisk marker (not fillable) + ImPlotMarker_COUNT +}; + +// Built-in colormaps +enum ImPlotColormap_ { + ImPlotColormap_Deep = 0, // a.k.a. seaborn deep (qual=true, n=10) (default) + ImPlotColormap_Dark = 1, // a.k.a. matplotlib "Set1" (qual=true, n=9 ) + ImPlotColormap_Pastel = 2, // a.k.a. matplotlib "Pastel1" (qual=true, n=9 ) + ImPlotColormap_Paired = 3, // a.k.a. matplotlib "Paired" (qual=true, n=12) + ImPlotColormap_Viridis = 4, // a.k.a. matplotlib "viridis" (qual=false, n=11) + ImPlotColormap_Plasma = 5, // a.k.a. matplotlib "plasma" (qual=false, n=11) + ImPlotColormap_Hot = 6, // a.k.a. matplotlib/MATLAB "hot" (qual=false, n=11) + ImPlotColormap_Cool = 7, // a.k.a. matplotlib/MATLAB "cool" (qual=false, n=11) + ImPlotColormap_Pink = 8, // a.k.a. matplotlib/MATLAB "pink" (qual=false, n=11) + ImPlotColormap_Jet = 9, // a.k.a. MATLAB "jet" (qual=false, n=11) + ImPlotColormap_Twilight = 10, // a.k.a. matplotlib "twilight" (qual=false, n=11) + ImPlotColormap_RdBu = 11, // red/blue, Color Brewer (qual=false, n=11) + ImPlotColormap_BrBG = 12, // brown/blue-green, Color Brewer (qual=false, n=11) + ImPlotColormap_PiYG = 13, // pink/yellow-green, Color Brewer (qual=false, n=11) + ImPlotColormap_Spectral = 14, // color spectrum, Color Brewer (qual=false, n=11) + ImPlotColormap_Greys = 15, // white/black (qual=false, n=2 ) +}; + +// Used to position items on a plot (e.g. legends, labels, etc.) +enum ImPlotLocation_ { + ImPlotLocation_Center = 0, // center-center + ImPlotLocation_North = 1 << 0, // top-center + ImPlotLocation_South = 1 << 1, // bottom-center + ImPlotLocation_West = 1 << 2, // center-left + ImPlotLocation_East = 1 << 3, // center-right + ImPlotLocation_NorthWest = ImPlotLocation_North | ImPlotLocation_West, // top-left + ImPlotLocation_NorthEast = ImPlotLocation_North | ImPlotLocation_East, // top-right + ImPlotLocation_SouthWest = ImPlotLocation_South | ImPlotLocation_West, // bottom-left + ImPlotLocation_SouthEast = ImPlotLocation_South | ImPlotLocation_East // bottom-right +}; + +// Enums for different automatic histogram binning methods (k = bin count or w = bin width) +enum ImPlotBin_ { + ImPlotBin_Sqrt = -1, // k = sqrt(n) + ImPlotBin_Sturges = -2, // k = 1 + log2(n) + ImPlotBin_Rice = -3, // k = 2 * cbrt(n) + ImPlotBin_Scott = -4, // w = 3.49 * sigma / cbrt(n) +}; + +// Double precision version of ImVec2 used by ImPlot. Extensible by end users. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImPlotPoint { + double x, y; + constexpr ImPlotPoint() : x(0.0), y(0.0) { } + constexpr ImPlotPoint(double _x, double _y) : x(_x), y(_y) { } + constexpr ImPlotPoint(const ImVec2& p) : x((double)p.x), y((double)p.y) { } + double& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((double*)(void*)(char*)this)[idx]; } + double operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const double*)(const void*)(const char*)this)[idx]; } +#ifdef IMPLOT_POINT_CLASS_EXTRA + IMPLOT_POINT_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h + // to convert back and forth between your math types and ImPlotPoint. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Range defined by a min/max value. +struct ImPlotRange { + double Min, Max; + constexpr ImPlotRange() : Min(0.0), Max(0.0) { } + constexpr ImPlotRange(double _min, double _max) : Min(_min), Max(_max) { } + bool Contains(double value) const { return value >= Min && value <= Max; } + double Size() const { return Max - Min; } + double Clamp(double value) const { return (value < Min) ? Min : (value > Max) ? Max : value; } +}; + +// Combination of two range limits for X and Y axes. Also an AABB defined by Min()/Max(). +struct ImPlotRect { + ImPlotRange X, Y; + constexpr ImPlotRect() : X(0.0,0.0), Y(0.0,0.0) { } + constexpr ImPlotRect(double x_min, double x_max, double y_min, double y_max) : X(x_min, x_max), Y(y_min, y_max) { } + bool Contains(const ImPlotPoint& p) const { return Contains(p.x, p.y); } + bool Contains(double x, double y) const { return X.Contains(x) && Y.Contains(y); } + ImPlotPoint Size() const { return ImPlotPoint(X.Size(), Y.Size()); } + ImPlotPoint Clamp(const ImPlotPoint& p) { return Clamp(p.x, p.y); } + ImPlotPoint Clamp(double x, double y) { return ImPlotPoint(X.Clamp(x),Y.Clamp(y)); } + ImPlotPoint Min() const { return ImPlotPoint(X.Min, Y.Min); } + ImPlotPoint Max() const { return ImPlotPoint(X.Max, Y.Max); } +}; + +// Plot style structure +struct ImPlotStyle { + // item styling variables + float LineWeight; // = 1, item line weight in pixels + int Marker; // = ImPlotMarker_None, marker specification + float MarkerSize; // = 4, marker size in pixels (roughly the marker's "radius") + float MarkerWeight; // = 1, outline weight of markers in pixels + float FillAlpha; // = 1, alpha modifier applied to plot fills + float ErrorBarSize; // = 5, error bar whisker width in pixels + float ErrorBarWeight; // = 1.5, error bar whisker weight in pixels + float DigitalBitHeight; // = 8, digital channels bit height (at y = 1.0f) in pixels + float DigitalBitGap; // = 4, digital channels bit padding gap in pixels + // plot styling variables + float PlotBorderSize; // = 1, line thickness of border around plot area + float MinorAlpha; // = 0.25 alpha multiplier applied to minor axis grid lines + ImVec2 MajorTickLen; // = 10,10 major tick lengths for X and Y axes + ImVec2 MinorTickLen; // = 5,5 minor tick lengths for X and Y axes + ImVec2 MajorTickSize; // = 1,1 line thickness of major ticks + ImVec2 MinorTickSize; // = 1,1 line thickness of minor ticks + ImVec2 MajorGridSize; // = 1,1 line thickness of major grid lines + ImVec2 MinorGridSize; // = 1,1 line thickness of minor grid lines + ImVec2 PlotPadding; // = 10,10 padding between widget frame and plot area, labels, or outside legends (i.e. main padding) + ImVec2 LabelPadding; // = 5,5 padding between axes labels, tick labels, and plot edge + ImVec2 LegendPadding; // = 10,10 legend padding from plot edges + ImVec2 LegendInnerPadding; // = 5,5 legend inner padding from legend edges + ImVec2 LegendSpacing; // = 5,0 spacing between legend entries + ImVec2 MousePosPadding; // = 10,10 padding between plot edge and interior mouse location text + ImVec2 AnnotationPadding; // = 2,2 text padding around annotation labels + ImVec2 FitPadding; // = 0,0 additional fit padding as a percentage of the fit extents (e.g. ImVec2(0.1f,0.1f) adds 10% to the fit extents of X and Y) + ImVec2 PlotDefaultSize; // = 400,300 default size used when ImVec2(0,0) is passed to BeginPlot + ImVec2 PlotMinSize; // = 200,150 minimum size plot frame can be when shrunk + // style colors + ImVec4 Colors[ImPlotCol_COUNT]; // Array of styling colors. Indexable with ImPlotCol_ enums. + // colormap + ImPlotColormap Colormap; // The current colormap. Set this to either an ImPlotColormap_ enum or an index returned by AddColormap. + // settings/flags + bool UseLocalTime; // = false, axis labels will be formatted for your timezone when ImPlotAxisFlag_Time is enabled + bool UseISO8601; // = false, dates will be formatted according to ISO 8601 where applicable (e.g. YYYY-MM-DD, YYYY-MM, --MM-DD, etc.) + bool Use24HourClock; // = false, times will be formatted using a 24 hour clock + IMPLOT_API ImPlotStyle(); +}; + +// Support for legacy versions +#if (IMGUI_VERSION_NUM < 18716) // Renamed in 1.88 +#define ImGuiMod_None 0 +#define ImGuiMod_Ctrl ImGuiKeyModFlags_Ctrl +#define ImGuiMod_Shift ImGuiKeyModFlags_Shift +#define ImGuiMod_Alt ImGuiKeyModFlags_Alt +#define ImGuiMod_Super ImGuiKeyModFlags_Super +#elif (IMGUI_VERSION_NUM < 18823) // Renamed in 1.89, sorry +#define ImGuiMod_None 0 +#define ImGuiMod_Ctrl ImGuiModFlags_Ctrl +#define ImGuiMod_Shift ImGuiModFlags_Shift +#define ImGuiMod_Alt ImGuiModFlags_Alt +#define ImGuiMod_Super ImGuiModFlags_Super +#endif + +// Input mapping structure. Default values listed. See also MapInputDefault, MapInputReverse. +struct ImPlotInputMap { + ImGuiMouseButton Pan; // LMB enables panning when held, + int PanMod; // none optional modifier that must be held for panning/fitting + ImGuiMouseButton Fit; // LMB initiates fit when double clicked + ImGuiMouseButton Select; // RMB begins box selection when pressed and confirms selection when released + ImGuiMouseButton SelectCancel; // LMB cancels active box selection when pressed; cannot be same as Select + int SelectMod; // none optional modifier that must be held for box selection + int SelectHorzMod; // Alt expands active box selection horizontally to plot edge when held + int SelectVertMod; // Shift expands active box selection vertically to plot edge when held + ImGuiMouseButton Menu; // RMB opens context menus (if enabled) when clicked + int OverrideMod; // Ctrl when held, all input is ignored; used to enable axis/plots as DND sources + int ZoomMod; // none optional modifier that must be held for scroll wheel zooming + float ZoomRate; // 0.1f zoom rate for scroll (e.g. 0.1f = 10% plot range every scroll click); make negative to invert + IMPLOT_API ImPlotInputMap(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Callbacks +//----------------------------------------------------------------------------- + +// Callback signature for axis tick label formatter. +typedef int (*ImPlotFormatter)(double value, char* buff, int size, void* user_data); + +// Callback signature for data getter. +typedef ImPlotPoint (*ImPlotGetter)(int idx, void* user_data); + +// Callback signature for axis transform. +typedef double (*ImPlotTransform)(double value, void* user_data); + +namespace ImPlot { + +//----------------------------------------------------------------------------- +// [SECTION] Contexts +//----------------------------------------------------------------------------- + +// Creates a new ImPlot context. Call this after ImGui::CreateContext. +IMPLOT_API ImPlotContext* CreateContext(); +// Destroys an ImPlot context. Call this before ImGui::DestroyContext. nullptr = destroy current context. +IMPLOT_API void DestroyContext(ImPlotContext* ctx = nullptr); +// Returns the current ImPlot context. nullptr if no context has ben set. +IMPLOT_API ImPlotContext* GetCurrentContext(); +// Sets the current ImPlot context. +IMPLOT_API void SetCurrentContext(ImPlotContext* ctx); + +// Sets the current **ImGui** context. This is ONLY necessary if you are compiling +// ImPlot as a DLL (not recommended) separate from your ImGui compilation. It +// sets the global variable GImGui, which is not shared across DLL boundaries. +// See GImGui documentation in imgui.cpp for more details. +IMPLOT_API void SetImGuiContext(ImGuiContext* ctx); + +//----------------------------------------------------------------------------- +// [SECTION] Begin/End Plot +//----------------------------------------------------------------------------- + +// Starts a 2D plotting context. If this function returns true, EndPlot() MUST +// be called! You are encouraged to use the following convention: +// +// if (BeginPlot(...)) { +// PlotLine(...); +// ... +// EndPlot(); +// } +// +// Important notes: +// +// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID +// collisions or don't want to display a title in the plot, use double hashes +// (e.g. "MyPlot##HiddenIdText" or "##NoTitle"). +// - #size is the **frame** size of the plot widget, not the plot area. The default +// size of plots (i.e. when ImVec2(0,0)) can be modified in your ImPlotStyle. +IMPLOT_API bool BeginPlot(const char* title_id, const ImVec2& size=ImVec2(-1,0), ImPlotFlags flags=0); + +// Only call EndPlot() if BeginPlot() returns true! Typically called at the end +// of an if statement conditioned on BeginPlot(). See example above. +IMPLOT_API void EndPlot(); + +//----------------------------------------------------------------------------- +// [SECTION] Begin/End Subplots +//----------------------------------------------------------------------------- + +// Starts a subdivided plotting context. If the function returns true, +// EndSubplots() MUST be called! Call BeginPlot/EndPlot AT MOST [rows*cols] +// times in between the begining and end of the subplot context. Plots are +// added in row major order. +// +// Example: +// +// if (BeginSubplots("My Subplot",2,3,ImVec2(800,400)) { +// for (int i = 0; i < 6; ++i) { +// if (BeginPlot(...)) { +// ImPlot::PlotLine(...); +// ... +// EndPlot(); +// } +// } +// EndSubplots(); +// } +// +// Produces: +// +// [0] | [1] | [2] +// ----|-----|---- +// [3] | [4] | [5] +// +// Important notes: +// +// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID +// collisions or don't want to display a title in the plot, use double hashes +// (e.g. "MySubplot##HiddenIdText" or "##NoTitle"). +// - #rows and #cols must be greater than 0. +// - #size is the size of the entire grid of subplots, not the individual plots +// - #row_ratios and #col_ratios must have AT LEAST #rows and #cols elements, +// respectively. These are the sizes of the rows and columns expressed in ratios. +// If the user adjusts the dimensions, the arrays are updated with new ratios. +// +// Important notes regarding BeginPlot from inside of BeginSubplots: +// +// - The #title_id parameter of _BeginPlot_ (see above) does NOT have to be +// unique when called inside of a subplot context. Subplot IDs are hashed +// for your convenience so you don't have call PushID or generate unique title +// strings. Simply pass an empty string to BeginPlot unless you want to title +// each subplot. +// - The #size parameter of _BeginPlot_ (see above) is ignored when inside of a +// subplot context. The actual size of the subplot will be based on the +// #size value you pass to _BeginSubplots_ and #row/#col_ratios if provided. + +IMPLOT_API bool BeginSubplots(const char* title_id, + int rows, + int cols, + const ImVec2& size, + ImPlotSubplotFlags flags = 0, + float* row_ratios = nullptr, + float* col_ratios = nullptr); + +// Only call EndSubplots() if BeginSubplots() returns true! Typically called at the end +// of an if statement conditioned on BeginSublots(). See example above. +IMPLOT_API void EndSubplots(); + +//----------------------------------------------------------------------------- +// [SECTION] Setup +//----------------------------------------------------------------------------- + +// The following API allows you to setup and customize various aspects of the +// current plot. The functions should be called immediately after BeginPlot +// and before any other API calls. Typical usage is as follows: + +// if (BeginPlot(...)) { 1) begin a new plot +// SetupAxis(ImAxis_X1, "My X-Axis"); 2) make Setup calls +// SetupAxis(ImAxis_Y1, "My Y-Axis"); +// SetupLegend(ImPlotLocation_North); +// ... +// SetupFinish(); 3) [optional] explicitly finish setup +// PlotLine(...); 4) plot items +// ... +// EndPlot(); 5) end the plot +// } +// +// Important notes: +// +// - Always call Setup code at the top of your BeginPlot conditional statement. +// - Setup is locked once you start plotting or explicitly call SetupFinish. +// Do NOT call Setup code after you begin plotting or after you make +// any non-Setup API calls (e.g. utils like PlotToPixels also lock Setup) +// - Calling SetupFinish is OPTIONAL, but probably good practice. If you do not +// call it yourself, then the first subsequent plotting or utility function will +// call it for you. + +// Enables an axis or sets the label and/or flags for an existing axis. Leave #label = nullptr for no label. +IMPLOT_API void SetupAxis(ImAxis axis, const char* label=nullptr, ImPlotAxisFlags flags=0); +// Sets an axis range limits. If ImPlotCond_Always is used, the axes limits will be locked. Inversion with v_min > v_max is not supported; use SetupAxisLimits instead. +IMPLOT_API void SetupAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond = ImPlotCond_Once); +// Links an axis range limits to external values. Set to nullptr for no linkage. The pointer data must remain valid until EndPlot. +IMPLOT_API void SetupAxisLinks(ImAxis axis, double* link_min, double* link_max); +// Sets the format of numeric axis labels via formater specifier (default="%g"). Formated values will be double (i.e. use %f). +IMPLOT_API void SetupAxisFormat(ImAxis axis, const char* fmt); +// Sets the format of numeric axis labels via formatter callback. Given #value, write a label into #buff. Optionally pass user data. +IMPLOT_API void SetupAxisFormat(ImAxis axis, ImPlotFormatter formatter, void* data=nullptr); +// Sets an axis' ticks and optionally the labels. To keep the default ticks, set #keep_default=true. +IMPLOT_API void SetupAxisTicks(ImAxis axis, const double* values, int n_ticks, const char* const labels[]=nullptr, bool keep_default=false); +// Sets an axis' ticks and optionally the labels for the next plot. To keep the default ticks, set #keep_default=true. +IMPLOT_API void SetupAxisTicks(ImAxis axis, double v_min, double v_max, int n_ticks, const char* const labels[]=nullptr, bool keep_default=false); +// Sets an axis' scale using built-in options. +IMPLOT_API void SetupAxisScale(ImAxis axis, ImPlotScale scale); +// Sets an axis' scale using user supplied forward and inverse transfroms. +IMPLOT_API void SetupAxisScale(ImAxis axis, ImPlotTransform forward, ImPlotTransform inverse, void* data=nullptr); +// Sets an axis' limits constraints. +IMPLOT_API void SetupAxisLimitsConstraints(ImAxis axis, double v_min, double v_max); +// Sets an axis' zoom constraints. +IMPLOT_API void SetupAxisZoomConstraints(ImAxis axis, double z_min, double z_max); + +// Sets the label and/or flags for primary X and Y axes (shorthand for two calls to SetupAxis). +IMPLOT_API void SetupAxes(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags=0, ImPlotAxisFlags y_flags=0); +// Sets the primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits). +IMPLOT_API void SetupAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond = ImPlotCond_Once); + +// Sets up the plot legend. This can also be called immediately after BeginSubplots when using ImPlotSubplotFlags_ShareItems. +IMPLOT_API void SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags=0); +// Set the location of the current plot's mouse position text (default = South|East). +IMPLOT_API void SetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags=0); + +// Explicitly finalize plot setup. Once you call this, you cannot make anymore Setup calls for the current plot! +// Note that calling this function is OPTIONAL; it will be called by the first subsequent setup-locking API call. +IMPLOT_API void SetupFinish(); + +//----------------------------------------------------------------------------- +// [SECTION] SetNext +//----------------------------------------------------------------------------- + +// Though you should default to the `Setup` API above, there are some scenarios +// where (re)configuring a plot or axis before `BeginPlot` is needed (e.g. if +// using a preceding button or slider widget to change the plot limits). In +// this case, you can use the `SetNext` API below. While this is not as feature +// rich as the Setup API, most common needs are provided. These functions can be +// called anwhere except for inside of `Begin/EndPlot`. For example: + +// if (ImGui::Button("Center Plot")) +// ImPlot::SetNextPlotLimits(-1,1,-1,1); +// if (ImPlot::BeginPlot(...)) { +// ... +// ImPlot::EndPlot(); +// } +// +// Important notes: +// +// - You must still enable non-default axes with SetupAxis for these functions +// to work properly. + +// Sets an upcoming axis range limits. If ImPlotCond_Always is used, the axes limits will be locked. +IMPLOT_API void SetNextAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond = ImPlotCond_Once); +// Links an upcoming axis range limits to external values. Set to nullptr for no linkage. The pointer data must remain valid until EndPlot! +IMPLOT_API void SetNextAxisLinks(ImAxis axis, double* link_min, double* link_max); +// Set an upcoming axis to auto fit to its data. +IMPLOT_API void SetNextAxisToFit(ImAxis axis); + +// Sets the upcoming primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits). +IMPLOT_API void SetNextAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond = ImPlotCond_Once); +// Sets all upcoming axes to auto fit to their data. +IMPLOT_API void SetNextAxesToFit(); + +//----------------------------------------------------------------------------- +// [SECTION] Plot Items +//----------------------------------------------------------------------------- + +// The main plotting API is provied below. Call these functions between +// Begin/EndPlot and after any Setup API calls. Each plots data on the current +// x and y axes, which can be changed with `SetAxis/Axes`. +// +// The templated functions are explicitly instantiated in implot_items.cpp. +// They are not intended to be used generically with custom types. You will get +// a linker error if you try! All functions support the following scalar types: +// +// float, double, ImS8, ImU8, ImS16, ImU16, ImS32, ImU32, ImS64, ImU64 +// +// +// If you need to plot custom or non-homogenous data you have a few options: +// +// 1. If your data is a simple struct/class (e.g. Vector2f), you can use striding. +// This is the most performant option if applicable. +// +// struct Vector2f { float X, Y; }; +// ... +// Vector2f data[42]; +// ImPlot::PlotLine("line", &data[0].x, &data[0].y, 42, 0, 0, sizeof(Vector2f)); +// +// 2. Write a custom getter C function or C++ lambda and pass it and optionally your data to +// an ImPlot function post-fixed with a G (e.g. PlotScatterG). This has a slight performance +// cost, but probably not enough to worry about unless your data is very large. Examples: +// +// ImPlotPoint MyDataGetter(void* data, int idx) { +// MyData* my_data = (MyData*)data; +// ImPlotPoint p; +// p.x = my_data->GetTime(idx); +// p.y = my_data->GetValue(idx); +// return p +// } +// ... +// auto my_lambda = [](int idx, void*) { +// double t = idx / 999.0; +// return ImPlotPoint(t, 0.5+0.5*std::sin(2*PI*10*t)); +// }; +// ... +// if (ImPlot::BeginPlot("MyPlot")) { +// MyData my_data; +// ImPlot::PlotScatterG("scatter", MyDataGetter, &my_data, my_data.Size()); +// ImPlot::PlotLineG("line", my_lambda, nullptr, 1000); +// ImPlot::EndPlot(); +// } +// +// NB: All types are converted to double before plotting. You may lose information +// if you try plotting extremely large 64-bit integral types. Proceed with caution! + +// Plots a standard 2D line plot. +IMPLOT_TMP void PlotLine(const char* label_id, const T* values, int count, double xscale=1, double xstart=0, ImPlotLineFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotLine(const char* label_id, const T* xs, const T* ys, int count, ImPlotLineFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_API void PlotLineG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotLineFlags flags=0); + +// Plots a standard 2D scatter plot. Default marker is ImPlotMarker_Circle. +IMPLOT_TMP void PlotScatter(const char* label_id, const T* values, int count, double xscale=1, double xstart=0, ImPlotScatterFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotScatter(const char* label_id, const T* xs, const T* ys, int count, ImPlotScatterFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_API void PlotScatterG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotScatterFlags flags=0); + +// Plots a a stairstep graph. The y value is continued constantly to the right from every x position, i.e. the interval [x[i], x[i+1]) has the value y[i] +IMPLOT_TMP void PlotStairs(const char* label_id, const T* values, int count, double xscale=1, double xstart=0, ImPlotStairsFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotStairs(const char* label_id, const T* xs, const T* ys, int count, ImPlotStairsFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_API void PlotStairsG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotStairsFlags flags=0); + +// Plots a shaded (filled) region between two lines, or a line and a horizontal reference. Set yref to +/-INFINITY for infinite fill extents. +IMPLOT_TMP void PlotShaded(const char* label_id, const T* values, int count, double yref=0, double xscale=1, double xstart=0, ImPlotShadedFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotShaded(const char* label_id, const T* xs, const T* ys, int count, double yref=0, ImPlotShadedFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotShaded(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, ImPlotShadedFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_API void PlotShadedG(const char* label_id, ImPlotGetter getter1, void* data1, ImPlotGetter getter2, void* data2, int count, ImPlotShadedFlags flags=0); + +// Plots a bar graph. Vertical by default. #bar_size and #shift are in plot units. +IMPLOT_TMP void PlotBars(const char* label_id, const T* values, int count, double bar_size=0.67, double shift=0, ImPlotBarsFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotBars(const char* label_id, const T* xs, const T* ys, int count, double bar_size, ImPlotBarsFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_API void PlotBarsG(const char* label_id, ImPlotGetter getter, void* data, int count, double bar_size, ImPlotBarsFlags flags=0); + +// Plots a group of bars. #values is a row-major matrix with #item_count rows and #group_count cols. #label_ids should have #item_count elements. +IMPLOT_TMP void PlotBarGroups(const char* const label_ids[], const T* values, int item_count, int group_count, double group_size=0.67, double shift=0, ImPlotBarGroupsFlags flags=0); + +// Plots vertical error bar. The label_id should be the same as the label_id of the associated line or bar plot. +IMPLOT_TMP void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, ImPlotErrorBarsFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, ImPlotErrorBarsFlags flags=0, int offset=0, int stride=sizeof(T)); + +// Plots stems. Vertical by default. +IMPLOT_TMP void PlotStems(const char* label_id, const T* values, int count, double ref=0, double scale=1, double start=0, ImPlotStemsFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_TMP void PlotStems(const char* label_id, const T* xs, const T* ys, int count, double ref=0, ImPlotStemsFlags flags=0, int offset=0, int stride=sizeof(T)); + +// Plots infinite vertical or horizontal lines (e.g. for references or asymptotes). +IMPLOT_TMP void PlotInfLines(const char* label_id, const T* values, int count, ImPlotInfLinesFlags flags=0, int offset=0, int stride=sizeof(T)); + +// Plots a pie chart. Center and radius are in plot units. #label_fmt can be set to nullptr for no labels. +IMPLOT_TMP void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, ImPlotFormatter fmt, void* fmt_data=nullptr, double angle0=90, ImPlotPieChartFlags flags=0); +IMPLOT_TMP void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, const char* label_fmt="%.1f", double angle0=90, ImPlotPieChartFlags flags=0); + +// Plots a 2D heatmap chart. Values are expected to be in row-major order by default. Leave #scale_min and scale_max both at 0 for automatic color scaling, or set them to a predefined range. #label_fmt can be set to nullptr for no labels. +IMPLOT_TMP void PlotHeatmap(const char* label_id, const T* values, int rows, int cols, double scale_min=0, double scale_max=0, const char* label_fmt="%.1f", const ImPlotPoint& bounds_min=ImPlotPoint(0,0), const ImPlotPoint& bounds_max=ImPlotPoint(1,1), ImPlotHeatmapFlags flags=0); + +// Plots a horizontal histogram. #bins can be a positive integer or an ImPlotBin_ method. If #range is left unspecified, the min/max of #values will be used as the range. +// Otherwise, outlier values outside of the range are not binned. The largest bin count or density is returned. +IMPLOT_TMP double PlotHistogram(const char* label_id, const T* values, int count, int bins=ImPlotBin_Sturges, double bar_scale=1.0, ImPlotRange range=ImPlotRange(), ImPlotHistogramFlags flags=0); + +// Plots two dimensional, bivariate histogram as a heatmap. #x_bins and #y_bins can be a positive integer or an ImPlotBin. If #range is left unspecified, the min/max of +// #xs an #ys will be used as the ranges. Otherwise, outlier values outside of range are not binned. The largest bin count or density is returned. +IMPLOT_TMP double PlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count, int x_bins=ImPlotBin_Sturges, int y_bins=ImPlotBin_Sturges, ImPlotRect range=ImPlotRect(), ImPlotHistogramFlags flags=0); + +// Plots digital data. Digital plots do not respond to y drag or zoom, and are always referenced to the bottom of the plot. +IMPLOT_TMP void PlotDigital(const char* label_id, const T* xs, const T* ys, int count, ImPlotDigitalFlags flags=0, int offset=0, int stride=sizeof(T)); +IMPLOT_API void PlotDigitalG(const char* label_id, ImPlotGetter getter, void* data, int count, ImPlotDigitalFlags flags=0); + +// Plots an axis-aligned image. #bounds_min/bounds_max are in plot coordinates (y-up) and #uv0/uv1 are in texture coordinates (y-down). +IMPLOT_API void PlotImage(const char* label_id, ImTextureID user_texture_id, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max, const ImVec2& uv0=ImVec2(0,0), const ImVec2& uv1=ImVec2(1,1), const ImVec4& tint_col=ImVec4(1,1,1,1), ImPlotImageFlags flags=0); + +// Plots a centered text label at point x,y with an optional pixel offset. Text color can be changed with ImPlot::PushStyleColor(ImPlotCol_InlayText, ...). +IMPLOT_API void PlotText(const char* text, double x, double y, const ImVec2& pix_offset=ImVec2(0,0), ImPlotTextFlags flags=0); + +// Plots a dummy item (i.e. adds a legend entry colored by ImPlotCol_Line) +IMPLOT_API void PlotDummy(const char* label_id, ImPlotDummyFlags flags=0); + +//----------------------------------------------------------------------------- +// [SECTION] Plot Tools +//----------------------------------------------------------------------------- + +// The following can be used to render interactive elements and/or annotations. +// Like the item plotting functions above, they apply to the current x and y +// axes, which can be changed with `SetAxis/SetAxes`. These functions return true +// when user interaction causes the provided coordinates to change. Additional +// user interactions can be retrieved through the optional output parameters. + +// Shows a draggable point at x,y. #col defaults to ImGuiCol_Text. +IMPLOT_API bool DragPoint(int id, double* x, double* y, const ImVec4& col, float size = 4, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr); +// Shows a draggable vertical guide line at an x-value. #col defaults to ImGuiCol_Text. +IMPLOT_API bool DragLineX(int id, double* x, const ImVec4& col, float thickness = 1, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr); +// Shows a draggable horizontal guide line at a y-value. #col defaults to ImGuiCol_Text. +IMPLOT_API bool DragLineY(int id, double* y, const ImVec4& col, float thickness = 1, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr); +// Shows a draggable and resizeable rectangle. +IMPLOT_API bool DragRect(int id, double* x1, double* y1, double* x2, double* y2, const ImVec4& col, ImPlotDragToolFlags flags = 0, bool* out_clicked = nullptr, bool* out_hovered = nullptr, bool* held = nullptr); + +// Shows an annotation callout at a chosen point. Clamping keeps annotations in the plot area. Annotations are always rendered on top. +IMPLOT_API void Annotation(double x, double y, const ImVec4& col, const ImVec2& pix_offset, bool clamp, bool round = false); +IMPLOT_API void Annotation(double x, double y, const ImVec4& col, const ImVec2& pix_offset, bool clamp, const char* fmt, ...) IM_FMTARGS(6); +IMPLOT_API void AnnotationV(double x, double y, const ImVec4& col, const ImVec2& pix_offset, bool clamp, const char* fmt, va_list args) IM_FMTLIST(6); + +// Shows a x-axis tag at the specified coordinate value. +IMPLOT_API void TagX(double x, const ImVec4& col, bool round = false); +IMPLOT_API void TagX(double x, const ImVec4& col, const char* fmt, ...) IM_FMTARGS(3); +IMPLOT_API void TagXV(double x, const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(3); + +// Shows a y-axis tag at the specified coordinate value. +IMPLOT_API void TagY(double y, const ImVec4& col, bool round = false); +IMPLOT_API void TagY(double y, const ImVec4& col, const char* fmt, ...) IM_FMTARGS(3); +IMPLOT_API void TagYV(double y, const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(3); + +//----------------------------------------------------------------------------- +// [SECTION] Plot Utils +//----------------------------------------------------------------------------- + +// Select which axis/axes will be used for subsequent plot elements. +IMPLOT_API void SetAxis(ImAxis axis); +IMPLOT_API void SetAxes(ImAxis x_axis, ImAxis y_axis); + +// Convert pixels to a position in the current plot's coordinate system. Passing IMPLOT_AUTO uses the current axes. +IMPLOT_API ImPlotPoint PixelsToPlot(const ImVec2& pix, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); +IMPLOT_API ImPlotPoint PixelsToPlot(float x, float y, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); + +// Convert a position in the current plot's coordinate system to pixels. Passing IMPLOT_AUTO uses the current axes. +IMPLOT_API ImVec2 PlotToPixels(const ImPlotPoint& plt, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); +IMPLOT_API ImVec2 PlotToPixels(double x, double y, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); + +// Get the current Plot position (top-left) in pixels. +IMPLOT_API ImVec2 GetPlotPos(); +// Get the curent Plot size in pixels. +IMPLOT_API ImVec2 GetPlotSize(); + +// Returns the mouse position in x,y coordinates of the current plot. Passing IMPLOT_AUTO uses the current axes. +IMPLOT_API ImPlotPoint GetPlotMousePos(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); +// Returns the current plot axis range. +IMPLOT_API ImPlotRect GetPlotLimits(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); + +// Returns true if the plot area in the current plot is hovered. +IMPLOT_API bool IsPlotHovered(); +// Returns true if the axis label area in the current plot is hovered. +IMPLOT_API bool IsAxisHovered(ImAxis axis); +// Returns true if the bounding frame of a subplot is hovered. +IMPLOT_API bool IsSubplotsHovered(); + +// Returns true if the current plot is being box selected. +IMPLOT_API bool IsPlotSelected(); +// Returns the current plot box selection bounds. Passing IMPLOT_AUTO uses the current axes. +IMPLOT_API ImPlotRect GetPlotSelection(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO); +// Cancels a the current plot box selection. +IMPLOT_API void CancelPlotSelection(); + +// Hides or shows the next plot item (i.e. as if it were toggled from the legend). +// Use ImPlotCond_Always if you need to forcefully set this every frame. +IMPLOT_API void HideNextItem(bool hidden = true, ImPlotCond cond = ImPlotCond_Once); + +// Use the following around calls to Begin/EndPlot to align l/r/t/b padding. +// Consider using Begin/EndSubplots first. They are more feature rich and +// accomplish the same behaviour by default. The functions below offer lower +// level control of plot alignment. + +// Align axis padding over multiple plots in a single row or column. #group_id must +// be unique. If this function returns true, EndAlignedPlots() must be called. +IMPLOT_API bool BeginAlignedPlots(const char* group_id, bool vertical = true); +// Only call EndAlignedPlots() if BeginAlignedPlots() returns true! +IMPLOT_API void EndAlignedPlots(); + +//----------------------------------------------------------------------------- +// [SECTION] Legend Utils +//----------------------------------------------------------------------------- + +// Begin a popup for a legend entry. +IMPLOT_API bool BeginLegendPopup(const char* label_id, ImGuiMouseButton mouse_button=1); +// End a popup for a legend entry. +IMPLOT_API void EndLegendPopup(); +// Returns true if a plot item legend entry is hovered. +IMPLOT_API bool IsLegendEntryHovered(const char* label_id); + +//----------------------------------------------------------------------------- +// [SECTION] Drag and Drop +//----------------------------------------------------------------------------- + +// Turns the current plot's plotting area into a drag and drop target. Don't forget to call EndDragDropTarget! +IMPLOT_API bool BeginDragDropTargetPlot(); +// Turns the current plot's X-axis into a drag and drop target. Don't forget to call EndDragDropTarget! +IMPLOT_API bool BeginDragDropTargetAxis(ImAxis axis); +// Turns the current plot's legend into a drag and drop target. Don't forget to call EndDragDropTarget! +IMPLOT_API bool BeginDragDropTargetLegend(); +// Ends a drag and drop target (currently just an alias for ImGui::EndDragDropTarget). +IMPLOT_API void EndDragDropTarget(); + +// NB: By default, plot and axes drag and drop *sources* require holding the Ctrl modifier to initiate the drag. +// You can change the modifier if desired. If ImGuiMod_None is provided, the axes will be locked from panning. + +// Turns the current plot's plotting area into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource! +IMPLOT_API bool BeginDragDropSourcePlot(ImGuiDragDropFlags flags=0); +// Turns the current plot's X-axis into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource! +IMPLOT_API bool BeginDragDropSourceAxis(ImAxis axis, ImGuiDragDropFlags flags=0); +// Turns an item in the current plot's legend into drag and drop source. Don't forget to call EndDragDropSource! +IMPLOT_API bool BeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags=0); +// Ends a drag and drop source (currently just an alias for ImGui::EndDragDropSource). +IMPLOT_API void EndDragDropSource(); + +//----------------------------------------------------------------------------- +// [SECTION] Styling +//----------------------------------------------------------------------------- + +// Styling colors in ImPlot works similarly to styling colors in ImGui, but +// with one important difference. Like ImGui, all style colors are stored in an +// indexable array in ImPlotStyle. You can permanently modify these values through +// GetStyle().Colors, or temporarily modify them with Push/Pop functions below. +// However, by default all style colors in ImPlot default to a special color +// IMPLOT_AUTO_COL. The behavior of this color depends upon the style color to +// which it as applied: +// +// 1) For style colors associated with plot items (e.g. ImPlotCol_Line), +// IMPLOT_AUTO_COL tells ImPlot to color the item with the next unused +// color in the current colormap. Thus, every item will have a different +// color up to the number of colors in the colormap, at which point the +// colormap will roll over. For most use cases, you should not need to +// set these style colors to anything but IMPLOT_COL_AUTO; you are +// probably better off changing the current colormap. However, if you +// need to explicitly color a particular item you may either Push/Pop +// the style color around the item in question, or use the SetNextXXXStyle +// API below. If you permanently set one of these style colors to a specific +// color, or forget to call Pop, then all subsequent items will be styled +// with the color you set. +// +// 2) For style colors associated with plot styling (e.g. ImPlotCol_PlotBg), +// IMPLOT_AUTO_COL tells ImPlot to set that color from color data in your +// **ImGuiStyle**. The ImGuiCol_ that these style colors default to are +// detailed above, and in general have been mapped to produce plots visually +// consistent with your current ImGui style. Of course, you are free to +// manually set these colors to whatever you like, and further can Push/Pop +// them around individual plots for plot-specific styling (e.g. coloring axes). + +// Provides access to plot style structure for permanant modifications to colors, sizes, etc. +IMPLOT_API ImPlotStyle& GetStyle(); + +// Style plot colors for current ImGui style (default). +IMPLOT_API void StyleColorsAuto(ImPlotStyle* dst = nullptr); +// Style plot colors for ImGui "Classic". +IMPLOT_API void StyleColorsClassic(ImPlotStyle* dst = nullptr); +// Style plot colors for ImGui "Dark". +IMPLOT_API void StyleColorsDark(ImPlotStyle* dst = nullptr); +// Style plot colors for ImGui "Light". +IMPLOT_API void StyleColorsLight(ImPlotStyle* dst = nullptr); + +// Use PushStyleX to temporarily modify your ImPlotStyle. The modification +// will last until the matching call to PopStyleX. You MUST call a pop for +// every push, otherwise you will leak memory! This behaves just like ImGui. + +// Temporarily modify a style color. Don't forget to call PopStyleColor! +IMPLOT_API void PushStyleColor(ImPlotCol idx, ImU32 col); +IMPLOT_API void PushStyleColor(ImPlotCol idx, const ImVec4& col); +// Undo temporary style color modification(s). Undo multiple pushes at once by increasing count. +IMPLOT_API void PopStyleColor(int count = 1); + +// Temporarily modify a style variable of float type. Don't forget to call PopStyleVar! +IMPLOT_API void PushStyleVar(ImPlotStyleVar idx, float val); +// Temporarily modify a style variable of int type. Don't forget to call PopStyleVar! +IMPLOT_API void PushStyleVar(ImPlotStyleVar idx, int val); +// Temporarily modify a style variable of ImVec2 type. Don't forget to call PopStyleVar! +IMPLOT_API void PushStyleVar(ImPlotStyleVar idx, const ImVec2& val); +// Undo temporary style variable modification(s). Undo multiple pushes at once by increasing count. +IMPLOT_API void PopStyleVar(int count = 1); + +// The following can be used to modify the style of the next plot item ONLY. They do +// NOT require calls to PopStyleX. Leave style attributes you don't want modified to +// IMPLOT_AUTO or IMPLOT_AUTO_COL. Automatic styles will be deduced from the current +// values in your ImPlotStyle or from Colormap data. + +// Set the line color and weight for the next item only. +IMPLOT_API void SetNextLineStyle(const ImVec4& col = IMPLOT_AUTO_COL, float weight = IMPLOT_AUTO); +// Set the fill color for the next item only. +IMPLOT_API void SetNextFillStyle(const ImVec4& col = IMPLOT_AUTO_COL, float alpha_mod = IMPLOT_AUTO); +// Set the marker style for the next item only. +IMPLOT_API void SetNextMarkerStyle(ImPlotMarker marker = IMPLOT_AUTO, float size = IMPLOT_AUTO, const ImVec4& fill = IMPLOT_AUTO_COL, float weight = IMPLOT_AUTO, const ImVec4& outline = IMPLOT_AUTO_COL); +// Set the error bar style for the next item only. +IMPLOT_API void SetNextErrorBarStyle(const ImVec4& col = IMPLOT_AUTO_COL, float size = IMPLOT_AUTO, float weight = IMPLOT_AUTO); + +// Gets the last item primary color (i.e. its legend icon color) +IMPLOT_API ImVec4 GetLastItemColor(); + +// Returns the null terminated string name for an ImPlotCol. +IMPLOT_API const char* GetStyleColorName(ImPlotCol idx); +// Returns the null terminated string name for an ImPlotMarker. +IMPLOT_API const char* GetMarkerName(ImPlotMarker idx); + +//----------------------------------------------------------------------------- +// [SECTION] Colormaps +//----------------------------------------------------------------------------- + +// Item styling is based on colormaps when the relevant ImPlotCol_XXX is set to +// IMPLOT_AUTO_COL (default). Several built-in colormaps are available. You can +// add and then push/pop your own colormaps as well. To permanently set a colormap, +// modify the Colormap index member of your ImPlotStyle. + +// Colormap data will be ignored and a custom color will be used if you have done one of the following: +// 1) Modified an item style color in your ImPlotStyle to anything other than IMPLOT_AUTO_COL. +// 2) Pushed an item style color using PushStyleColor(). +// 3) Set the next item style with a SetNextXXXStyle function. + +// Add a new colormap. The color data will be copied. The colormap can be used by pushing either the returned index or the +// string name with PushColormap. The colormap name must be unique and the size must be greater than 1. You will receive +// an assert otherwise! By default colormaps are considered to be qualitative (i.e. discrete). If you want to create a +// continuous colormap, set #qual=false. This will treat the colors you provide as keys, and ImPlot will build a linearly +// interpolated lookup table. The memory footprint of this table will be exactly ((size-1)*255+1)*4 bytes. +IMPLOT_API ImPlotColormap AddColormap(const char* name, const ImVec4* cols, int size, bool qual=true); +IMPLOT_API ImPlotColormap AddColormap(const char* name, const ImU32* cols, int size, bool qual=true); + +// Returns the number of available colormaps (i.e. the built-in + user-added count). +IMPLOT_API int GetColormapCount(); +// Returns a null terminated string name for a colormap given an index. Returns nullptr if index is invalid. +IMPLOT_API const char* GetColormapName(ImPlotColormap cmap); +// Returns an index number for a colormap given a valid string name. Returns -1 if name is invalid. +IMPLOT_API ImPlotColormap GetColormapIndex(const char* name); + +// Temporarily switch to one of the built-in (i.e. ImPlotColormap_XXX) or user-added colormaps (i.e. a return value of AddColormap). Don't forget to call PopColormap! +IMPLOT_API void PushColormap(ImPlotColormap cmap); +// Push a colormap by string name. Use built-in names such as "Default", "Deep", "Jet", etc. or a string you provided to AddColormap. Don't forget to call PopColormap! +IMPLOT_API void PushColormap(const char* name); +// Undo temporary colormap modification(s). Undo multiple pushes at once by increasing count. +IMPLOT_API void PopColormap(int count = 1); + +// Returns the next color from the current colormap and advances the colormap for the current plot. +// Can also be used with no return value to skip colors if desired. You need to call this between Begin/EndPlot! +IMPLOT_API ImVec4 NextColormapColor(); + +// Colormap utils. If cmap = IMPLOT_AUTO (default), the current colormap is assumed. +// Pass an explicit colormap index (built-in or user-added) to specify otherwise. + +// Returns the size of a colormap. +IMPLOT_API int GetColormapSize(ImPlotColormap cmap = IMPLOT_AUTO); +// Returns a color from a colormap given an index >= 0 (modulo will be performed). +IMPLOT_API ImVec4 GetColormapColor(int idx, ImPlotColormap cmap = IMPLOT_AUTO); +// Sample a color from the current colormap given t between 0 and 1. +IMPLOT_API ImVec4 SampleColormap(float t, ImPlotColormap cmap = IMPLOT_AUTO); + +// Shows a vertical color scale with linear spaced ticks using the specified color map. Use double hashes to hide label (e.g. "##NoLabel"). If scale_min > scale_max, the scale to color mapping will be reversed. +IMPLOT_API void ColormapScale(const char* label, double scale_min, double scale_max, const ImVec2& size = ImVec2(0,0), const char* format = "%g", ImPlotColormapScaleFlags flags = 0, ImPlotColormap cmap = IMPLOT_AUTO); +// Shows a horizontal slider with a colormap gradient background. Optionally returns the color sampled at t in [0 1]. +IMPLOT_API bool ColormapSlider(const char* label, float* t, ImVec4* out = nullptr, const char* format = "", ImPlotColormap cmap = IMPLOT_AUTO); +// Shows a button with a colormap gradient brackground. +IMPLOT_API bool ColormapButton(const char* label, const ImVec2& size = ImVec2(0,0), ImPlotColormap cmap = IMPLOT_AUTO); + +// When items in a plot sample their color from a colormap, the color is cached and does not change +// unless explicitly overriden. Therefore, if you change the colormap after the item has already been plotted, +// item colors will NOT update. If you need item colors to resample the new colormap, then use this +// function to bust the cached colors. If #plot_title_id is nullptr, then every item in EVERY existing plot +// will be cache busted. Otherwise only the plot specified by #plot_title_id will be busted. For the +// latter, this function must be called in the same ImGui ID scope that the plot is in. You should rarely if ever +// need this function, but it is available for applications that require runtime colormap swaps (e.g. Heatmaps demo). +IMPLOT_API void BustColorCache(const char* plot_title_id = nullptr); + +//----------------------------------------------------------------------------- +// [SECTION] Input Mapping +//----------------------------------------------------------------------------- + +// Provides access to input mapping structure for permanant modifications to controls for pan, select, etc. +IMPLOT_API ImPlotInputMap& GetInputMap(); + +// Default input mapping: pan = LMB drag, box select = RMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll. +IMPLOT_API void MapInputDefault(ImPlotInputMap* dst = nullptr); +// Reverse input mapping: pan = RMB drag, box select = LMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll. +IMPLOT_API void MapInputReverse(ImPlotInputMap* dst = nullptr); + +//----------------------------------------------------------------------------- +// [SECTION] Miscellaneous +//----------------------------------------------------------------------------- + +// Render icons similar to those that appear in legends (nifty for data lists). +IMPLOT_API void ItemIcon(const ImVec4& col); +IMPLOT_API void ItemIcon(ImU32 col); +IMPLOT_API void ColormapIcon(ImPlotColormap cmap); + +// Get the plot draw list for custom rendering to the current plot area. Call between Begin/EndPlot. +IMPLOT_API ImDrawList* GetPlotDrawList(); +// Push clip rect for rendering to current plot area. The rect can be expanded or contracted by #expand pixels. Call between Begin/EndPlot. +IMPLOT_API void PushPlotClipRect(float expand=0); +// Pop plot clip rect. Call between Begin/EndPlot. +IMPLOT_API void PopPlotClipRect(); + +// Shows ImPlot style selector dropdown menu. +IMPLOT_API bool ShowStyleSelector(const char* label); +// Shows ImPlot colormap selector dropdown menu. +IMPLOT_API bool ShowColormapSelector(const char* label); +// Shows ImPlot input map selector dropdown menu. +IMPLOT_API bool ShowInputMapSelector(const char* label); +// Shows ImPlot style editor block (not a window). +IMPLOT_API void ShowStyleEditor(ImPlotStyle* ref = nullptr); +// Add basic help/info block for end users (not a window). +IMPLOT_API void ShowUserGuide(); +// Shows ImPlot metrics/debug information window. +IMPLOT_API void ShowMetricsWindow(bool* p_popen = nullptr); + +//----------------------------------------------------------------------------- +// [SECTION] Demo +//----------------------------------------------------------------------------- + +// Shows the ImPlot demo window (add implot_demo.cpp to your sources!) +IMPLOT_API void ShowDemoWindow(bool* p_open = nullptr); + +} // namespace ImPlot + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete API +//----------------------------------------------------------------------------- + +// The following functions will be removed! Keep your copy of implot up to date! +// Occasionally set '#define IMPLOT_DISABLE_OBSOLETE_FUNCTIONS' to stay ahead. +// If you absolutely must use these functions and do not want to receive compiler +// warnings, set '#define IMPLOT_DISABLE_OBSOLETE_WARNINGS'. + +#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS + +#ifndef IMPLOT_DISABLE_DEPRECATED_WARNINGS +#if __cplusplus > 201402L +#define IMPLOT_DEPRECATED(method) [[deprecated]] method +#elif defined( __GNUC__ ) && !defined( __INTEL_COMPILER ) && ( __GNUC__ > 3 || ( __GNUC__ == 3 && __GNUC_MINOR__ >= 1 ) ) +#define IMPLOT_DEPRECATED(method) method __attribute__( ( deprecated ) ) +#elif defined( _MSC_VER ) +#define IMPLOT_DEPRECATED(method) __declspec(deprecated) method +#else +#define IMPLOT_DEPRECATED(method) method +#endif +#else +#define IMPLOT_DEPRECATED(method) method +#endif + +enum ImPlotFlagsObsolete_ { + ImPlotFlags_YAxis2 = 1 << 20, + ImPlotFlags_YAxis3 = 1 << 21, +}; + +namespace ImPlot { + +// OBSOLETED in v0.13 -> PLANNED REMOVAL in v1.0 +IMPLOT_DEPRECATED( IMPLOT_API bool BeginPlot(const char* title_id, + const char* x_label, // = nullptr, + const char* y_label, // = nullptr, + const ImVec2& size = ImVec2(-1,0), + ImPlotFlags flags = ImPlotFlags_None, + ImPlotAxisFlags x_flags = 0, + ImPlotAxisFlags y_flags = 0, + ImPlotAxisFlags y2_flags = ImPlotAxisFlags_AuxDefault, + ImPlotAxisFlags y3_flags = ImPlotAxisFlags_AuxDefault, + const char* y2_label = nullptr, + const char* y3_label = nullptr) ); + +} // namespace ImPlot + +#endif diff --git a/lib/cimgui/cimplot/implot/implot_demo.cpp b/lib/cimgui/cimplot/implot/implot_demo.cpp new file mode 100644 index 0000000..79064fd --- /dev/null +++ b/lib/cimgui/cimplot/implot/implot_demo.cpp @@ -0,0 +1,2479 @@ +// MIT License + +// Copyright (c) 2023 Evan Pezent + +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: + +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. + +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +// ImPlot v0.17 + +// We define this so that the demo does not accidentally use deprecated API +#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS +#define IMPLOT_DISABLE_OBSOLETE_FUNCTIONS +#endif + +#include "implot.h" +#include +#include +#include +#include + +#ifdef _MSC_VER +#define sprintf sprintf_s +#endif + +#ifndef PI +#define PI 3.14159265358979323846 +#endif + +#define CHECKBOX_FLAG(flags, flag) ImGui::CheckboxFlags(#flag, (unsigned int*)&flags, flag) + +// Encapsulates examples for customizing ImPlot. +namespace MyImPlot { + +// Example for Custom Data and Getters section. +struct Vector2f { + Vector2f(float _x, float _y) { x = _x; y = _y; } + float x, y; +}; + +// Example for Custom Data and Getters section. +struct WaveData { + double X, Amp, Freq, Offset; + WaveData(double x, double amp, double freq, double offset) { X = x; Amp = amp; Freq = freq; Offset = offset; } +}; +ImPlotPoint SineWave(int idx, void* wave_data); +ImPlotPoint SawWave(int idx, void* wave_data); +ImPlotPoint Spiral(int idx, void* wave_data); + +// Example for Tables section. +void Sparkline(const char* id, const float* values, int count, float min_v, float max_v, int offset, const ImVec4& col, const ImVec2& size); + +// Example for Custom Plotters and Tooltips section. +void PlotCandlestick(const char* label_id, const double* xs, const double* opens, const double* closes, const double* lows, const double* highs, int count, bool tooltip = true, float width_percent = 0.25f, ImVec4 bullCol = ImVec4(0,1,0,1), ImVec4 bearCol = ImVec4(1,0,0,1)); + +// Example for Custom Styles section. +void StyleSeaborn(); + +} // namespace MyImPlot + +namespace ImPlot { + +template +inline T RandomRange(T min, T max) { + T scale = rand() / (T) RAND_MAX; + return min + scale * ( max - min ); +} + +ImVec4 RandomColor() { + ImVec4 col; + col.x = RandomRange(0.0f,1.0f); + col.y = RandomRange(0.0f,1.0f); + col.z = RandomRange(0.0f,1.0f); + col.w = 1.0f; + return col; +} + +double RandomGauss() { + static double V1, V2, S; + static int phase = 0; + double X; + if(phase == 0) { + do { + double U1 = (double)rand() / RAND_MAX; + double U2 = (double)rand() / RAND_MAX; + V1 = 2 * U1 - 1; + V2 = 2 * U2 - 1; + S = V1 * V1 + V2 * V2; + } while(S >= 1 || S == 0); + + X = V1 * sqrt(-2 * log(S) / S); + } else + X = V2 * sqrt(-2 * log(S) / S); + phase = 1 - phase; + return X; +} + +template +struct NormalDistribution { + NormalDistribution(double mean, double sd) { + for (int i = 0; i < N; ++i) + Data[i] = RandomGauss()*sd + mean; + } + double Data[N]; +}; + +// utility structure for realtime plot +struct ScrollingBuffer { + int MaxSize; + int Offset; + ImVector Data; + ScrollingBuffer(int max_size = 2000) { + MaxSize = max_size; + Offset = 0; + Data.reserve(MaxSize); + } + void AddPoint(float x, float y) { + if (Data.size() < MaxSize) + Data.push_back(ImVec2(x,y)); + else { + Data[Offset] = ImVec2(x,y); + Offset = (Offset + 1) % MaxSize; + } + } + void Erase() { + if (Data.size() > 0) { + Data.shrink(0); + Offset = 0; + } + } +}; + +// utility structure for realtime plot +struct RollingBuffer { + float Span; + ImVector Data; + RollingBuffer() { + Span = 10.0f; + Data.reserve(2000); + } + void AddPoint(float x, float y) { + float xmod = fmodf(x, Span); + if (!Data.empty() && xmod < Data.back().x) + Data.shrink(0); + Data.push_back(ImVec2(xmod, y)); + } +}; + +// Huge data used by Time Formatting example (~500 MB allocation!) +struct HugeTimeData { + HugeTimeData(double min) { + Ts = new double[Size]; + Ys = new double[Size]; + for (int i = 0; i < Size; ++i) { + Ts[i] = min + i; + Ys[i] = GetY(Ts[i]); + } + } + ~HugeTimeData() { delete[] Ts; delete[] Ys; } + static double GetY(double t) { + return 0.5 + 0.25 * sin(t/86400/12) + 0.005 * sin(t/3600); + } + double* Ts; + double* Ys; + static const int Size = 60*60*24*366; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Demo Functions +//----------------------------------------------------------------------------- + +void Demo_Help() { + ImGui::Text("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Tools\" menu above gives access to: Style Editors (ImPlot/ImGui)\n" + "and Metrics (general purpose Dear ImGui debugging tool)."); + ImGui::Separator(); + ImGui::Text("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in implot_demo.cpp. <- you are here!"); + ImGui::BulletText("If you see visual artifacts, do one of the following:"); + ImGui::Indent(); + ImGui::BulletText("Handle ImGuiBackendFlags_RendererHasVtxOffset for 16-bit indices in your backend."); + ImGui::BulletText("Or, enable 32-bit indices in imconfig.h."); + ImGui::BulletText("Your current configuration is:"); + ImGui::Indent(); + ImGui::BulletText("ImDrawIdx: %d-bit", (int)(sizeof(ImDrawIdx) * 8)); + ImGui::BulletText("ImGuiBackendFlags_RendererHasVtxOffset: %s", (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ? "True" : "False"); + ImGui::Unindent(); + ImGui::Unindent(); + ImGui::Separator(); + ImGui::Text("USER GUIDE:"); + ShowUserGuide(); +} + +//----------------------------------------------------------------------------- + +void ButtonSelector(const char* label, ImGuiMouseButton* b) { + ImGui::PushID(label); + if (ImGui::RadioButton("LMB",*b == ImGuiMouseButton_Left)) + *b = ImGuiMouseButton_Left; + ImGui::SameLine(); + if (ImGui::RadioButton("RMB",*b == ImGuiMouseButton_Right)) + *b = ImGuiMouseButton_Right; + ImGui::SameLine(); + if (ImGui::RadioButton("MMB",*b == ImGuiMouseButton_Middle)) + *b = ImGuiMouseButton_Middle; + ImGui::PopID(); +} + +void ModSelector(const char* label, int* k) { + ImGui::PushID(label); + ImGui::CheckboxFlags("Ctrl", (unsigned int*)k, ImGuiMod_Ctrl); ImGui::SameLine(); + ImGui::CheckboxFlags("Shift", (unsigned int*)k, ImGuiMod_Shift); ImGui::SameLine(); + ImGui::CheckboxFlags("Alt", (unsigned int*)k, ImGuiMod_Alt); ImGui::SameLine(); + ImGui::CheckboxFlags("Super", (unsigned int*)k, ImGuiMod_Super); + ImGui::PopID(); +} + +void InputMapping(const char* label, ImGuiMouseButton* b, int* k) { + ImGui::LabelText("##","%s",label); + if (b != nullptr) { + ImGui::SameLine(100); + ButtonSelector(label,b); + } + if (k != nullptr) { + ImGui::SameLine(300); + ModSelector(label,k); + } +} + +void ShowInputMapping() { + ImPlotInputMap& map = ImPlot::GetInputMap(); + InputMapping("Pan",&map.Pan,&map.PanMod); + InputMapping("Fit",&map.Fit,nullptr); + InputMapping("Select",&map.Select,&map.SelectMod); + InputMapping("SelectHorzMod",nullptr,&map.SelectHorzMod); + InputMapping("SelectVertMod",nullptr,&map.SelectVertMod); + InputMapping("SelectCancel",&map.SelectCancel,nullptr); + InputMapping("Menu",&map.Menu,nullptr); + InputMapping("OverrideMod",nullptr,&map.OverrideMod); + InputMapping("ZoomMod",nullptr,&map.ZoomMod); + ImGui::SliderFloat("ZoomRate",&map.ZoomRate,-1,1); +} + +void Demo_Config() { + ImGui::ShowFontSelector("Font"); + ImGui::ShowStyleSelector("ImGui Style"); + ImPlot::ShowStyleSelector("ImPlot Style"); + ImPlot::ShowColormapSelector("ImPlot Colormap"); + ImPlot::ShowInputMapSelector("Input Map"); + ImGui::Separator(); + ImGui::Checkbox("Use Local Time", &ImPlot::GetStyle().UseLocalTime); + ImGui::Checkbox("Use ISO 8601", &ImPlot::GetStyle().UseISO8601); + ImGui::Checkbox("Use 24 Hour Clock", &ImPlot::GetStyle().Use24HourClock); + ImGui::Separator(); + if (ImPlot::BeginPlot("Preview")) { + static double now = (double)time(nullptr); + ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Time); + ImPlot::SetupAxisLimits(ImAxis_X1, now, now + 24*3600); + for (int i = 0; i < 10; ++i) { + double x[2] = {now, now + 24*3600}; + double y[2] = {0,i/9.0}; + ImGui::PushID(i); + ImPlot::PlotLine("##Line",x,y,2); + ImGui::PopID(); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_LinePlots() { + static float xs1[1001], ys1[1001]; + for (int i = 0; i < 1001; ++i) { + xs1[i] = i * 0.001f; + ys1[i] = 0.5f + 0.5f * sinf(50 * (xs1[i] + (float)ImGui::GetTime() / 10)); + } + static double xs2[20], ys2[20]; + for (int i = 0; i < 20; ++i) { + xs2[i] = i * 1/19.0f; + ys2[i] = xs2[i] * xs2[i]; + } + if (ImPlot::BeginPlot("Line Plots")) { + ImPlot::SetupAxes("x","y"); + ImPlot::PlotLine("f(x)", xs1, ys1, 1001); + ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle); + ImPlot::PlotLine("g(x)", xs2, ys2, 20,ImPlotLineFlags_Segments); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_FilledLinePlots() { + static double xs1[101], ys1[101], ys2[101], ys3[101]; + srand(0); + for (int i = 0; i < 101; ++i) { + xs1[i] = (float)i; + ys1[i] = RandomRange(400.0,450.0); + ys2[i] = RandomRange(275.0,350.0); + ys3[i] = RandomRange(150.0,225.0); + } + static bool show_lines = true; + static bool show_fills = true; + static float fill_ref = 0; + static int shade_mode = 0; + static ImPlotShadedFlags flags = 0; + ImGui::Checkbox("Lines",&show_lines); ImGui::SameLine(); + ImGui::Checkbox("Fills",&show_fills); + if (show_fills) { + ImGui::SameLine(); + if (ImGui::RadioButton("To -INF",shade_mode == 0)) + shade_mode = 0; + ImGui::SameLine(); + if (ImGui::RadioButton("To +INF",shade_mode == 1)) + shade_mode = 1; + ImGui::SameLine(); + if (ImGui::RadioButton("To Ref",shade_mode == 2)) + shade_mode = 2; + if (shade_mode == 2) { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##Ref",&fill_ref, 1, -100, 500); + } + } + + if (ImPlot::BeginPlot("Stock Prices")) { + ImPlot::SetupAxes("Days","Price"); + ImPlot::SetupAxesLimits(0,100,0,500); + if (show_fills) { + ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, 0.25f); + ImPlot::PlotShaded("Stock 1", xs1, ys1, 101, shade_mode == 0 ? -INFINITY : shade_mode == 1 ? INFINITY : fill_ref, flags); + ImPlot::PlotShaded("Stock 2", xs1, ys2, 101, shade_mode == 0 ? -INFINITY : shade_mode == 1 ? INFINITY : fill_ref, flags); + ImPlot::PlotShaded("Stock 3", xs1, ys3, 101, shade_mode == 0 ? -INFINITY : shade_mode == 1 ? INFINITY : fill_ref, flags); + ImPlot::PopStyleVar(); + } + if (show_lines) { + ImPlot::PlotLine("Stock 1", xs1, ys1, 101); + ImPlot::PlotLine("Stock 2", xs1, ys2, 101); + ImPlot::PlotLine("Stock 3", xs1, ys3, 101); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_ShadedPlots() { + static float xs[1001], ys[1001], ys1[1001], ys2[1001], ys3[1001], ys4[1001]; + srand(0); + for (int i = 0; i < 1001; ++i) { + xs[i] = i * 0.001f; + ys[i] = 0.25f + 0.25f * sinf(25 * xs[i]) * sinf(5 * xs[i]) + RandomRange(-0.01f, 0.01f); + ys1[i] = ys[i] + RandomRange(0.1f, 0.12f); + ys2[i] = ys[i] - RandomRange(0.1f, 0.12f); + ys3[i] = 0.75f + 0.2f * sinf(25 * xs[i]); + ys4[i] = 0.75f + 0.1f * cosf(25 * xs[i]); + } + static float alpha = 0.25f; + ImGui::DragFloat("Alpha",&alpha,0.01f,0,1); + + if (ImPlot::BeginPlot("Shaded Plots")) { + ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, alpha); + ImPlot::PlotShaded("Uncertain Data",xs,ys1,ys2,1001); + ImPlot::PlotLine("Uncertain Data", xs, ys, 1001); + ImPlot::PlotShaded("Overlapping",xs,ys3,ys4,1001); + ImPlot::PlotLine("Overlapping",xs,ys3,1001); + ImPlot::PlotLine("Overlapping",xs,ys4,1001); + ImPlot::PopStyleVar(); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_ScatterPlots() { + srand(0); + static float xs1[100], ys1[100]; + for (int i = 0; i < 100; ++i) { + xs1[i] = i * 0.01f; + ys1[i] = xs1[i] + 0.1f * ((float)rand() / (float)RAND_MAX); + } + static float xs2[50], ys2[50]; + for (int i = 0; i < 50; i++) { + xs2[i] = 0.25f + 0.2f * ((float)rand() / (float)RAND_MAX); + ys2[i] = 0.75f + 0.2f * ((float)rand() / (float)RAND_MAX); + } + + if (ImPlot::BeginPlot("Scatter Plot")) { + ImPlot::PlotScatter("Data 1", xs1, ys1, 100); + ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, 0.25f); + ImPlot::SetNextMarkerStyle(ImPlotMarker_Square, 6, ImPlot::GetColormapColor(1), IMPLOT_AUTO, ImPlot::GetColormapColor(1)); + ImPlot::PlotScatter("Data 2", xs2, ys2, 50); + ImPlot::PopStyleVar(); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_StairstepPlots() { + static float ys1[21], ys2[21]; + for (int i = 0; i < 21; ++i) { + ys1[i] = 0.75f + 0.2f * sinf(10 * i * 0.05f); + ys2[i] = 0.25f + 0.2f * sinf(10 * i * 0.05f); + } + static ImPlotStairsFlags flags = 0; + CHECKBOX_FLAG(flags, ImPlotStairsFlags_Shaded); + if (ImPlot::BeginPlot("Stairstep Plot")) { + ImPlot::SetupAxes("x","f(x)"); + ImPlot::SetupAxesLimits(0,1,0,1); + + ImPlot::PushStyleColor(ImPlotCol_Line, ImVec4(0.5f,0.5f,0.5f,1.0f)); + ImPlot::PlotLine("##1",ys1,21,0.05f); + ImPlot::PlotLine("##2",ys2,21,0.05f); + ImPlot::PopStyleColor(); + + ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle); + ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL, 0.25f); + ImPlot::PlotStairs("Post Step (default)", ys1, 21, 0.05f, 0, flags); + ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle); + ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL, 0.25f); + ImPlot::PlotStairs("Pre Step", ys2, 21, 0.05f, 0, flags|ImPlotStairsFlags_PreStep); + + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_BarPlots() { + static ImS8 data[10] = {1,2,3,4,5,6,7,8,9,10}; + if (ImPlot::BeginPlot("Bar Plot")) { + ImPlot::PlotBars("Vertical",data,10,0.7,1); + ImPlot::PlotBars("Horizontal",data,10,0.4,1,ImPlotBarsFlags_Horizontal); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_BarGroups() { + static ImS8 data[30] = {83, 67, 23, 89, 83, 78, 91, 82, 85, 90, // midterm + 80, 62, 56, 99, 55, 78, 88, 78, 90, 100, // final + 80, 69, 52, 92, 72, 78, 75, 76, 89, 95}; // course + + static const char* ilabels[] = {"Midterm Exam","Final Exam","Course Grade"}; + static const char* glabels[] = {"S1","S2","S3","S4","S5","S6","S7","S8","S9","S10"}; + static const double positions[] = {0,1,2,3,4,5,6,7,8,9}; + + static int items = 3; + static int groups = 10; + static float size = 0.67f; + + static ImPlotBarGroupsFlags flags = 0; + static bool horz = false; + + ImGui::CheckboxFlags("Stacked", (unsigned int*)&flags, ImPlotBarGroupsFlags_Stacked); + ImGui::SameLine(); + ImGui::Checkbox("Horizontal",&horz); + + ImGui::SliderInt("Items",&items,1,3); + ImGui::SliderFloat("Size",&size,0,1); + + if (ImPlot::BeginPlot("Bar Group")) { + ImPlot::SetupLegend(ImPlotLocation_East, ImPlotLegendFlags_Outside); + if (horz) { + ImPlot::SetupAxes("Score","Student",ImPlotAxisFlags_AutoFit,ImPlotAxisFlags_AutoFit); + ImPlot::SetupAxisTicks(ImAxis_Y1,positions, groups, glabels); + ImPlot::PlotBarGroups(ilabels,data,items,groups,size,0,flags|ImPlotBarGroupsFlags_Horizontal); + } + else { + ImPlot::SetupAxes("Student","Score",ImPlotAxisFlags_AutoFit,ImPlotAxisFlags_AutoFit); + ImPlot::SetupAxisTicks(ImAxis_X1,positions, groups, glabels); + ImPlot::PlotBarGroups(ilabels,data,items,groups,size,0,flags); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_BarStacks() { + + static ImPlotColormap Liars = -1; + if (Liars == -1) { + static const ImU32 Liars_Data[6] = { 4282515870, 4282609140, 4287357182, 4294630301, 4294945280, 4294921472 }; + Liars = ImPlot::AddColormap("Liars", Liars_Data, 6); + } + + static bool diverging = true; + ImGui::Checkbox("Diverging",&diverging); + + static const char* politicians[] = {"Trump","Bachman","Cruz","Gingrich","Palin","Santorum","Walker","Perry","Ryan","McCain","Rubio","Romney","Rand Paul","Christie","Biden","Kasich","Sanders","J Bush","H Clinton","Obama"}; + static int data_reg[] = {18,26,7,14,10,8,6,11,4,4,3,8,6,8,6,5,0,3,1,2, // Pants on Fire + 43,36,30,21,30,27,25,17,11,22,15,16,16,17,12,12,14,6,13,12, // False + 16,13,28,22,15,21,15,18,30,17,24,18,13,10,14,15,17,22,14,12, // Mostly False + 17,10,13,25,12,22,19,26,23,17,22,27,20,26,29,17,18,22,21,27, // Half True + 5,7,16,10,10,12,23,13,17,20,22,16,23,19,20,26,36,29,27,26, // Mostly True + 1,8,6,8,23,10,12,15,15,20,14,15,22,20,19,25,15,18,24,21}; // True + static const char* labels_reg[] = {"Pants on Fire","False","Mostly False","Half True","Mostly True","True"}; + + + static int data_div[] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Pants on Fire (dummy, to order legend logically) + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // False (dummy, to order legend logically) + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Mostly False (dummy, to order legend logically) + -16,-13,-28,-22,-15,-21,-15,-18,-30,-17,-24,-18,-13,-10,-14,-15,-17,-22,-14,-12, // Mostly False + -43,-36,-30,-21,-30,-27,-25,-17,-11,-22,-15,-16,-16,-17,-12,-12,-14,-6,-13,-12, // False + -18,-26,-7,-14,-10,-8,-6,-11,-4,-4,-3,-8,-6,-8,-6,-5,0,-3,-1,-2, // Pants on Fire + 17,10,13,25,12,22,19,26,23,17,22,27,20,26,29,17,18,22,21,27, // Half True + 5,7,16,10,10,12,23,13,17,20,22,16,23,19,20,26,36,29,27,26, // Mostly True + 1,8,6,8,23,10,12,15,15,20,14,15,22,20,19,25,15,18,24,21}; // True + static const char* labels_div[] = {"Pants on Fire","False","Mostly False","Mostly False","False","Pants on Fire","Half True","Mostly True","True"}; + + ImPlot::PushColormap(Liars); + if (ImPlot::BeginPlot("PolitiFact: Who Lies More?",ImVec2(-1,400),ImPlotFlags_NoMouseText)) { + ImPlot::SetupLegend(ImPlotLocation_South, ImPlotLegendFlags_Outside|ImPlotLegendFlags_Horizontal); + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_Invert); + ImPlot::SetupAxisTicks(ImAxis_Y1,0,19,20,politicians,false); + if (diverging) + ImPlot::PlotBarGroups(labels_div,data_div,9,20,0.75,0,ImPlotBarGroupsFlags_Stacked|ImPlotBarGroupsFlags_Horizontal); + else + ImPlot::PlotBarGroups(labels_reg,data_reg,6,20,0.75,0,ImPlotBarGroupsFlags_Stacked|ImPlotBarGroupsFlags_Horizontal); + ImPlot::EndPlot(); + } + ImPlot::PopColormap(); +} + +//----------------------------------------------------------------------------- + +void Demo_ErrorBars() { + static float xs[5] = {1,2,3,4,5}; + static float bar[5] = {1,2,5,3,4}; + static float lin1[5] = {8,8,9,7,8}; + static float lin2[5] = {6,7,6,9,6}; + static float err1[5] = {0.2f, 0.4f, 0.2f, 0.6f, 0.4f}; + static float err2[5] = {0.4f, 0.2f, 0.4f, 0.8f, 0.6f}; + static float err3[5] = {0.09f, 0.14f, 0.09f, 0.12f, 0.16f}; + static float err4[5] = {0.02f, 0.08f, 0.15f, 0.05f, 0.2f}; + + + if (ImPlot::BeginPlot("##ErrorBars")) { + ImPlot::SetupAxesLimits(0, 6, 0, 10); + ImPlot::PlotBars("Bar", xs, bar, 5, 0.5f); + ImPlot::PlotErrorBars("Bar", xs, bar, err1, 5); + ImPlot::SetNextErrorBarStyle(ImPlot::GetColormapColor(1), 0); + ImPlot::PlotErrorBars("Line", xs, lin1, err1, err2, 5); + ImPlot::SetNextMarkerStyle(ImPlotMarker_Square); + ImPlot::PlotLine("Line", xs, lin1, 5); + ImPlot::PushStyleColor(ImPlotCol_ErrorBar, ImPlot::GetColormapColor(2)); + ImPlot::PlotErrorBars("Scatter", xs, lin2, err2, 5); + ImPlot::PlotErrorBars("Scatter", xs, lin2, err3, err4, 5, ImPlotErrorBarsFlags_Horizontal); + ImPlot::PopStyleColor(); + ImPlot::PlotScatter("Scatter", xs, lin2, 5); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_StemPlots() { + static double xs[51], ys1[51], ys2[51]; + for (int i = 0; i < 51; ++i) { + xs[i] = i * 0.02; + ys1[i] = 1.0 + 0.5 * sin(25*xs[i])*cos(2*xs[i]); + ys2[i] = 0.5 + 0.25 * sin(10*xs[i]) * sin(xs[i]); + } + if (ImPlot::BeginPlot("Stem Plots")) { + ImPlot::SetupAxisLimits(ImAxis_X1,0,1.0); + ImPlot::SetupAxisLimits(ImAxis_Y1,0,1.6); + ImPlot::PlotStems("Stems 1",xs,ys1,51); + ImPlot::SetNextMarkerStyle(ImPlotMarker_Circle); + ImPlot::PlotStems("Stems 2", xs, ys2,51); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_InfiniteLines() { + static double vals[] = {0.25, 0.5, 0.75}; + if (ImPlot::BeginPlot("##Infinite")) { + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoInitialFit,ImPlotAxisFlags_NoInitialFit); + ImPlot::PlotInfLines("Vertical",vals,3); + ImPlot::PlotInfLines("Horizontal",vals,3,ImPlotInfLinesFlags_Horizontal); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_PieCharts() { + static const char* labels1[] = {"Frogs","Hogs","Dogs","Logs"}; + static float data1[] = {0.15f, 0.30f, 0.2f, 0.05f}; + static ImPlotPieChartFlags flags = 0; + ImGui::SetNextItemWidth(250); + ImGui::DragFloat4("Values", data1, 0.01f, 0, 1); + CHECKBOX_FLAG(flags, ImPlotPieChartFlags_Normalize); + CHECKBOX_FLAG(flags, ImPlotPieChartFlags_IgnoreHidden); + + if (ImPlot::BeginPlot("##Pie1", ImVec2(250,250), ImPlotFlags_Equal | ImPlotFlags_NoMouseText)) { + ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations); + ImPlot::SetupAxesLimits(0, 1, 0, 1); + ImPlot::PlotPieChart(labels1, data1, 4, 0.5, 0.5, 0.4, "%.2f", 90, flags); + ImPlot::EndPlot(); + } + + ImGui::SameLine(); + + static const char* labels2[] = {"A","B","C","D","E"}; + static int data2[] = {1,1,2,3,5}; + + ImPlot::PushColormap(ImPlotColormap_Pastel); + if (ImPlot::BeginPlot("##Pie2", ImVec2(250,250), ImPlotFlags_Equal | ImPlotFlags_NoMouseText)) { + ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations); + ImPlot::SetupAxesLimits(0, 1, 0, 1); + ImPlot::PlotPieChart(labels2, data2, 5, 0.5, 0.5, 0.4, "%.0f", 180, flags); + ImPlot::EndPlot(); + } + ImPlot::PopColormap(); +} + +//----------------------------------------------------------------------------- + +void Demo_Heatmaps() { + static float values1[7][7] = {{0.8f, 2.4f, 2.5f, 3.9f, 0.0f, 4.0f, 0.0f}, + {2.4f, 0.0f, 4.0f, 1.0f, 2.7f, 0.0f, 0.0f}, + {1.1f, 2.4f, 0.8f, 4.3f, 1.9f, 4.4f, 0.0f}, + {0.6f, 0.0f, 0.3f, 0.0f, 3.1f, 0.0f, 0.0f}, + {0.7f, 1.7f, 0.6f, 2.6f, 2.2f, 6.2f, 0.0f}, + {1.3f, 1.2f, 0.0f, 0.0f, 0.0f, 3.2f, 5.1f}, + {0.1f, 2.0f, 0.0f, 1.4f, 0.0f, 1.9f, 6.3f}}; + static float scale_min = 0; + static float scale_max = 6.3f; + static const char* xlabels[] = {"C1","C2","C3","C4","C5","C6","C7"}; + static const char* ylabels[] = {"R1","R2","R3","R4","R5","R6","R7"}; + + static ImPlotColormap map = ImPlotColormap_Viridis; + if (ImPlot::ColormapButton(ImPlot::GetColormapName(map),ImVec2(225,0),map)) { + map = (map + 1) % ImPlot::GetColormapCount(); + // We bust the color cache of our plots so that item colors will + // resample the new colormap in the event that they have already + // been created. See documentation in implot.h. + BustColorCache("##Heatmap1"); + BustColorCache("##Heatmap2"); + } + + ImGui::SameLine(); + ImGui::LabelText("##Colormap Index", "%s", "Change Colormap"); + ImGui::SetNextItemWidth(225); + ImGui::DragFloatRange2("Min / Max",&scale_min, &scale_max, 0.01f, -20, 20); + + static ImPlotHeatmapFlags hm_flags = 0; + + ImGui::CheckboxFlags("Column Major", (unsigned int*)&hm_flags, ImPlotHeatmapFlags_ColMajor); + + static ImPlotAxisFlags axes_flags = ImPlotAxisFlags_Lock | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks; + + ImPlot::PushColormap(map); + + if (ImPlot::BeginPlot("##Heatmap1",ImVec2(225,225),ImPlotFlags_NoLegend|ImPlotFlags_NoMouseText)) { + ImPlot::SetupAxes(nullptr, nullptr, axes_flags, axes_flags); + ImPlot::SetupAxisTicks(ImAxis_X1,0 + 1.0/14.0, 1 - 1.0/14.0, 7, xlabels); + ImPlot::SetupAxisTicks(ImAxis_Y1,1 - 1.0/14.0, 0 + 1.0/14.0, 7, ylabels); + ImPlot::PlotHeatmap("heat",values1[0],7,7,scale_min,scale_max,"%g",ImPlotPoint(0,0),ImPlotPoint(1,1),hm_flags); + ImPlot::EndPlot(); + } + ImGui::SameLine(); + ImPlot::ColormapScale("##HeatScale",scale_min, scale_max, ImVec2(60,225)); + + ImGui::SameLine(); + + const int size = 80; + static double values2[size*size]; + srand((unsigned int)(ImGui::GetTime()*1000000)); + for (int i = 0; i < size*size; ++i) + values2[i] = RandomRange(0.0,1.0); + + if (ImPlot::BeginPlot("##Heatmap2",ImVec2(225,225))) { + ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations); + ImPlot::SetupAxesLimits(-1,1,-1,1); + ImPlot::PlotHeatmap("heat1",values2,size,size,0,1,nullptr); + ImPlot::PlotHeatmap("heat2",values2,size,size,0,1,nullptr, ImPlotPoint(-1,-1), ImPlotPoint(0,0)); + ImPlot::EndPlot(); + } + ImPlot::PopColormap(); + +} + +//----------------------------------------------------------------------------- + +void Demo_Histogram() { + static ImPlotHistogramFlags hist_flags = ImPlotHistogramFlags_Density; + static int bins = 50; + static double mu = 5; + static double sigma = 2; + ImGui::SetNextItemWidth(200); + if (ImGui::RadioButton("Sqrt",bins==ImPlotBin_Sqrt)) { bins = ImPlotBin_Sqrt; } ImGui::SameLine(); + if (ImGui::RadioButton("Sturges",bins==ImPlotBin_Sturges)) { bins = ImPlotBin_Sturges; } ImGui::SameLine(); + if (ImGui::RadioButton("Rice",bins==ImPlotBin_Rice)) { bins = ImPlotBin_Rice; } ImGui::SameLine(); + if (ImGui::RadioButton("Scott",bins==ImPlotBin_Scott)) { bins = ImPlotBin_Scott; } ImGui::SameLine(); + if (ImGui::RadioButton("N Bins",bins>=0)) { bins = 50; } + if (bins>=0) { + ImGui::SameLine(); + ImGui::SetNextItemWidth(200); + ImGui::SliderInt("##Bins", &bins, 1, 100); + } + ImGui::CheckboxFlags("Horizontal", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Horizontal); + ImGui::SameLine(); + ImGui::CheckboxFlags("Density", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Density); + ImGui::SameLine(); + ImGui::CheckboxFlags("Cumulative", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Cumulative); + + static bool range = false; + ImGui::Checkbox("Range", &range); + static float rmin = -3; + static float rmax = 13; + if (range) { + ImGui::SameLine(); + ImGui::SetNextItemWidth(200); + ImGui::DragFloat2("##Range",&rmin,0.1f,-3,13); + ImGui::SameLine(); + ImGui::CheckboxFlags("Exclude Outliers", (unsigned int*)&hist_flags, ImPlotHistogramFlags_NoOutliers); + } + static NormalDistribution<10000> dist(mu, sigma); + static double x[100]; + static double y[100]; + if (hist_flags & ImPlotHistogramFlags_Density) { + for (int i = 0; i < 100; ++i) { + x[i] = -3 + 16 * (double)i/99.0; + y[i] = exp( - (x[i]-mu)*(x[i]-mu) / (2*sigma*sigma)) / (sigma * sqrt(2*3.141592653589793238)); + } + if (hist_flags & ImPlotHistogramFlags_Cumulative) { + for (int i = 1; i < 100; ++i) + y[i] += y[i-1]; + for (int i = 0; i < 100; ++i) + y[i] /= y[99]; + } + } + + if (ImPlot::BeginPlot("##Histograms")) { + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_AutoFit,ImPlotAxisFlags_AutoFit); + ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL,0.5f); + ImPlot::PlotHistogram("Empirical", dist.Data, 10000, bins, 1.0, range ? ImPlotRange(rmin,rmax) : ImPlotRange(), hist_flags); + if ((hist_flags & ImPlotHistogramFlags_Density) && !(hist_flags & ImPlotHistogramFlags_NoOutliers)) { + if (hist_flags & ImPlotHistogramFlags_Horizontal) + ImPlot::PlotLine("Theoretical",y,x,100); + else + ImPlot::PlotLine("Theoretical",x,y,100); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_Histogram2D() { + static int count = 50000; + static int xybins[2] = {100,100}; + + static ImPlotHistogramFlags hist_flags = 0; + + ImGui::SliderInt("Count",&count,100,100000); + ImGui::SliderInt2("Bins",xybins,1,500); + ImGui::SameLine(); + ImGui::CheckboxFlags("Density", (unsigned int*)&hist_flags, ImPlotHistogramFlags_Density); + + static NormalDistribution<100000> dist1(1, 2); + static NormalDistribution<100000> dist2(1, 1); + double max_count = 0; + ImPlotAxisFlags flags = ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_Foreground; + ImPlot::PushColormap("Hot"); + if (ImPlot::BeginPlot("##Hist2D",ImVec2(ImGui::GetContentRegionAvail().x-100-ImGui::GetStyle().ItemSpacing.x,0))) { + ImPlot::SetupAxes(nullptr, nullptr, flags, flags); + ImPlot::SetupAxesLimits(-6,6,-6,6); + max_count = ImPlot::PlotHistogram2D("Hist2D",dist1.Data,dist2.Data,count,xybins[0],xybins[1],ImPlotRect(-6,6,-6,6), hist_flags); + ImPlot::EndPlot(); + } + ImGui::SameLine(); + ImPlot::ColormapScale(hist_flags & ImPlotHistogramFlags_Density ? "Density" : "Count",0,max_count,ImVec2(100,0)); + ImPlot::PopColormap(); +} + +//----------------------------------------------------------------------------- + +void Demo_DigitalPlots() { + ImGui::BulletText("Digital plots do not respond to Y drag and zoom, so that"); + ImGui::Indent(); + ImGui::Text("you can drag analog plots over the rising/falling digital edge."); + ImGui::Unindent(); + + static bool paused = false; + static ScrollingBuffer dataDigital[2]; + static ScrollingBuffer dataAnalog[2]; + static bool showDigital[2] = {true, false}; + static bool showAnalog[2] = {true, false}; + + char label[32]; + ImGui::Checkbox("digital_0", &showDigital[0]); ImGui::SameLine(); + ImGui::Checkbox("digital_1", &showDigital[1]); ImGui::SameLine(); + ImGui::Checkbox("analog_0", &showAnalog[0]); ImGui::SameLine(); + ImGui::Checkbox("analog_1", &showAnalog[1]); + + static float t = 0; + if (!paused) { + t += ImGui::GetIO().DeltaTime; + //digital signal values + if (showDigital[0]) + dataDigital[0].AddPoint(t, sinf(2*t) > 0.45); + if (showDigital[1]) + dataDigital[1].AddPoint(t, sinf(2*t) < 0.45); + //Analog signal values + if (showAnalog[0]) + dataAnalog[0].AddPoint(t, sinf(2*t)); + if (showAnalog[1]) + dataAnalog[1].AddPoint(t, cosf(2*t)); + } + if (ImPlot::BeginPlot("##Digital")) { + ImPlot::SetupAxisLimits(ImAxis_X1, t - 10.0, t, paused ? ImGuiCond_Once : ImGuiCond_Always); + ImPlot::SetupAxisLimits(ImAxis_Y1, -1, 1); + for (int i = 0; i < 2; ++i) { + if (showDigital[i] && dataDigital[i].Data.size() > 0) { + snprintf(label, sizeof(label), "digital_%d", i); + ImPlot::PlotDigital(label, &dataDigital[i].Data[0].x, &dataDigital[i].Data[0].y, dataDigital[i].Data.size(), 0, dataDigital[i].Offset, 2 * sizeof(float)); + } + } + for (int i = 0; i < 2; ++i) { + if (showAnalog[i]) { + snprintf(label, sizeof(label), "analog_%d", i); + if (dataAnalog[i].Data.size() > 0) + ImPlot::PlotLine(label, &dataAnalog[i].Data[0].x, &dataAnalog[i].Data[0].y, dataAnalog[i].Data.size(), 0, dataAnalog[i].Offset, 2 * sizeof(float)); + } + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_Images() { + ImGui::BulletText("Below we are displaying the font texture, which is the only texture we have\naccess to in this demo."); + ImGui::BulletText("Use the 'ImTextureID' type as storage to pass pointers or identifiers to your\nown texture data."); + ImGui::BulletText("See ImGui Wiki page 'Image Loading and Displaying Examples'."); + static ImVec2 bmin(0,0); + static ImVec2 bmax(1,1); + static ImVec2 uv0(0,0); + static ImVec2 uv1(1,1); + static ImVec4 tint(1,1,1,1); + ImGui::SliderFloat2("Min", &bmin.x, -2, 2, "%.1f"); + ImGui::SliderFloat2("Max", &bmax.x, -2, 2, "%.1f"); + ImGui::SliderFloat2("UV0", &uv0.x, -2, 2, "%.1f"); + ImGui::SliderFloat2("UV1", &uv1.x, -2, 2, "%.1f"); + ImGui::ColorEdit4("Tint",&tint.x); + if (ImPlot::BeginPlot("##image")) { + ImPlot::PlotImage("my image",ImGui::GetIO().Fonts->TexID, bmin, bmax, uv0, uv1, tint); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_RealtimePlots() { + ImGui::BulletText("Move your mouse to change the data!"); + ImGui::BulletText("This example assumes 60 FPS. Higher FPS requires larger buffer size."); + static ScrollingBuffer sdata1, sdata2; + static RollingBuffer rdata1, rdata2; + ImVec2 mouse = ImGui::GetMousePos(); + static float t = 0; + t += ImGui::GetIO().DeltaTime; + sdata1.AddPoint(t, mouse.x * 0.0005f); + rdata1.AddPoint(t, mouse.x * 0.0005f); + sdata2.AddPoint(t, mouse.y * 0.0005f); + rdata2.AddPoint(t, mouse.y * 0.0005f); + + static float history = 10.0f; + ImGui::SliderFloat("History",&history,1,30,"%.1f s"); + rdata1.Span = history; + rdata2.Span = history; + + static ImPlotAxisFlags flags = ImPlotAxisFlags_NoTickLabels; + + if (ImPlot::BeginPlot("##Scrolling", ImVec2(-1,150))) { + ImPlot::SetupAxes(nullptr, nullptr, flags, flags); + ImPlot::SetupAxisLimits(ImAxis_X1,t - history, t, ImGuiCond_Always); + ImPlot::SetupAxisLimits(ImAxis_Y1,0,1); + ImPlot::SetNextFillStyle(IMPLOT_AUTO_COL,0.5f); + ImPlot::PlotShaded("Mouse X", &sdata1.Data[0].x, &sdata1.Data[0].y, sdata1.Data.size(), -INFINITY, 0, sdata1.Offset, 2 * sizeof(float)); + ImPlot::PlotLine("Mouse Y", &sdata2.Data[0].x, &sdata2.Data[0].y, sdata2.Data.size(), 0, sdata2.Offset, 2*sizeof(float)); + ImPlot::EndPlot(); + } + if (ImPlot::BeginPlot("##Rolling", ImVec2(-1,150))) { + ImPlot::SetupAxes(nullptr, nullptr, flags, flags); + ImPlot::SetupAxisLimits(ImAxis_X1,0,history, ImGuiCond_Always); + ImPlot::SetupAxisLimits(ImAxis_Y1,0,1); + ImPlot::PlotLine("Mouse X", &rdata1.Data[0].x, &rdata1.Data[0].y, rdata1.Data.size(), 0, 0, 2 * sizeof(float)); + ImPlot::PlotLine("Mouse Y", &rdata2.Data[0].x, &rdata2.Data[0].y, rdata2.Data.size(), 0, 0, 2 * sizeof(float)); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_MarkersAndText() { + static float mk_size = ImPlot::GetStyle().MarkerSize; + static float mk_weight = ImPlot::GetStyle().MarkerWeight; + ImGui::DragFloat("Marker Size",&mk_size,0.1f,2.0f,10.0f,"%.2f px"); + ImGui::DragFloat("Marker Weight", &mk_weight,0.05f,0.5f,3.0f,"%.2f px"); + + if (ImPlot::BeginPlot("##MarkerStyles", ImVec2(-1,0), ImPlotFlags_CanvasOnly)) { + + ImPlot::SetupAxes(nullptr, nullptr, ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations); + ImPlot::SetupAxesLimits(0, 10, 0, 12); + + ImS8 xs[2] = {1,4}; + ImS8 ys[2] = {10,11}; + + // filled markers + for (int m = 0; m < ImPlotMarker_COUNT; ++m) { + ImGui::PushID(m); + ImPlot::SetNextMarkerStyle(m, mk_size, IMPLOT_AUTO_COL, mk_weight); + ImPlot::PlotLine("##Filled", xs, ys, 2); + ImGui::PopID(); + ys[0]--; ys[1]--; + } + xs[0] = 6; xs[1] = 9; ys[0] = 10; ys[1] = 11; + // open markers + for (int m = 0; m < ImPlotMarker_COUNT; ++m) { + ImGui::PushID(m); + ImPlot::SetNextMarkerStyle(m, mk_size, ImVec4(0,0,0,0), mk_weight); + ImPlot::PlotLine("##Open", xs, ys, 2); + ImGui::PopID(); + ys[0]--; ys[1]--; + } + + ImPlot::PlotText("Filled Markers", 2.5f, 6.0f); + ImPlot::PlotText("Open Markers", 7.5f, 6.0f); + + ImPlot::PushStyleColor(ImPlotCol_InlayText, ImVec4(1,0,1,1)); + ImPlot::PlotText("Vertical Text", 5.0f, 6.0f, ImVec2(0,0), ImPlotTextFlags_Vertical); + ImPlot::PopStyleColor(); + + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_NaNValues() { + + static bool include_nan = true; + static ImPlotLineFlags flags = 0; + + float data1[5] = {0.0f,0.25f,0.5f,0.75f,1.0f}; + float data2[5] = {0.0f,0.25f,0.5f,0.75f,1.0f}; + + if (include_nan) + data1[2] = NAN; + + ImGui::Checkbox("Include NaN",&include_nan); + ImGui::SameLine(); + ImGui::CheckboxFlags("Skip NaN", (unsigned int*)&flags, ImPlotLineFlags_SkipNaN); + + if (ImPlot::BeginPlot("##NaNValues")) { + ImPlot::SetNextMarkerStyle(ImPlotMarker_Square); + ImPlot::PlotLine("line", data1, data2, 5, flags); + ImPlot::PlotBars("bars", data1, 5); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_LogScale() { + static double xs[1001], ys1[1001], ys2[1001], ys3[1001]; + for (int i = 0; i < 1001; ++i) { + xs[i] = i*0.1f; + ys1[i] = sin(xs[i]) + 1; + ys2[i] = log(xs[i]); + ys3[i] = pow(10.0, xs[i]); + } + if (ImPlot::BeginPlot("Log Plot", ImVec2(-1,0))) { + ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Log10); + ImPlot::SetupAxesLimits(0.1, 100, 0, 10); + ImPlot::PlotLine("f(x) = x", xs, xs, 1001); + ImPlot::PlotLine("f(x) = sin(x)+1", xs, ys1, 1001); + ImPlot::PlotLine("f(x) = log(x)", xs, ys2, 1001); + ImPlot::PlotLine("f(x) = 10^x", xs, ys3, 21); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_SymmetricLogScale() { + static double xs[1001], ys1[1001], ys2[1001]; + for (int i = 0; i < 1001; ++i) { + xs[i] = i*0.1f-50; + ys1[i] = sin(xs[i]); + ys2[i] = i*0.002 - 1; + } + if (ImPlot::BeginPlot("SymLog Plot", ImVec2(-1,0))) { + ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_SymLog); + ImPlot::PlotLine("f(x) = a*x+b",xs,ys2,1001); + ImPlot::PlotLine("f(x) = sin(x)",xs,ys1,1001); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_TimeScale() { + + static double t_min = 1609459200; // 01/01/2021 @ 12:00:00am (UTC) + static double t_max = 1640995200; // 01/01/2022 @ 12:00:00am (UTC) + + ImGui::BulletText("When ImPlotAxisFlags_Time is enabled on the X-Axis, values are interpreted as\n" + "UNIX timestamps in seconds and axis labels are formated as date/time."); + ImGui::BulletText("By default, labels are in UTC time but can be set to use local time instead."); + + ImGui::Checkbox("Local Time",&ImPlot::GetStyle().UseLocalTime); + ImGui::SameLine(); + ImGui::Checkbox("ISO 8601",&ImPlot::GetStyle().UseISO8601); + ImGui::SameLine(); + ImGui::Checkbox("24 Hour Clock",&ImPlot::GetStyle().Use24HourClock); + + static HugeTimeData* data = nullptr; + if (data == nullptr) { + ImGui::SameLine(); + if (ImGui::Button("Generate Huge Data (~500MB!)")) { + static HugeTimeData sdata(t_min); + data = &sdata; + } + } + + if (ImPlot::BeginPlot("##Time", ImVec2(-1,0))) { + ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Time); + ImPlot::SetupAxesLimits(t_min,t_max,0,1); + if (data != nullptr) { + // downsample our data + int downsample = (int)ImPlot::GetPlotLimits().X.Size() / 1000 + 1; + int start = (int)(ImPlot::GetPlotLimits().X.Min - t_min); + start = start < 0 ? 0 : start > HugeTimeData::Size - 1 ? HugeTimeData::Size - 1 : start; + int end = (int)(ImPlot::GetPlotLimits().X.Max - t_min) + 1000; + end = end < 0 ? 0 : end > HugeTimeData::Size - 1 ? HugeTimeData::Size - 1 : end; + int size = (end - start)/downsample; + // plot it + ImPlot::PlotLine("Time Series", &data->Ts[start], &data->Ys[start], size, 0, 0, sizeof(double)*downsample); + } + // plot time now + double t_now = (double)time(nullptr); + double y_now = HugeTimeData::GetY(t_now); + ImPlot::PlotScatter("Now",&t_now,&y_now,1); + ImPlot::Annotation(t_now,y_now,ImPlot::GetLastItemColor(),ImVec2(10,10),false,"Now"); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +static inline double TransformForward_Sqrt(double v, void*) { + return sqrt(v); +} + +static inline double TransformInverse_Sqrt(double v, void*) { + return v*v; +} + +void Demo_CustomScale() { + static float v[100]; + for (int i = 0; i < 100; ++i) { + v[i] = i*0.01f; + } + if (ImPlot::BeginPlot("Sqrt")) { + ImPlot::SetupAxis(ImAxis_X1, "Linear"); + ImPlot::SetupAxis(ImAxis_Y1, "Sqrt"); + ImPlot::SetupAxisScale(ImAxis_Y1, TransformForward_Sqrt, TransformInverse_Sqrt); + ImPlot::SetupAxisLimitsConstraints(ImAxis_Y1, 0, INFINITY); + ImPlot::PlotLine("##data",v,v,100); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_MultipleAxes() { + static float xs[1001], xs2[1001], ys1[1001], ys2[1001], ys3[1001]; + for (int i = 0; i < 1001; ++i) { + xs[i] = (i*0.1f); + xs2[i] = xs[i] + 10.0f; + ys1[i] = sinf(xs[i]) * 3 + 1; + ys2[i] = cosf(xs[i]) * 0.2f + 0.5f; + ys3[i] = sinf(xs[i]+0.5f) * 100 + 200; + } + + static bool x2_axis = true; + static bool y2_axis = true; + static bool y3_axis = true; + + ImGui::Checkbox("X-Axis 2", &x2_axis); + ImGui::SameLine(); + ImGui::Checkbox("Y-Axis 2", &y2_axis); + ImGui::SameLine(); + ImGui::Checkbox("Y-Axis 3", &y3_axis); + + ImGui::BulletText("You can drag axes to the opposite side of the plot."); + ImGui::BulletText("Hover over legend items to see which axis they are plotted on."); + + if (ImPlot::BeginPlot("Multi-Axis Plot", ImVec2(-1,0))) { + ImPlot::SetupAxes("X-Axis 1", "Y-Axis 1"); + ImPlot::SetupAxesLimits(0, 100, 0, 10); + if (x2_axis) { + ImPlot::SetupAxis(ImAxis_X2, "X-Axis 2",ImPlotAxisFlags_AuxDefault); + ImPlot::SetupAxisLimits(ImAxis_X2, 0, 100); + } + if (y2_axis) { + ImPlot::SetupAxis(ImAxis_Y2, "Y-Axis 2",ImPlotAxisFlags_AuxDefault); + ImPlot::SetupAxisLimits(ImAxis_Y2, 0, 1); + } + if (y3_axis) { + ImPlot::SetupAxis(ImAxis_Y3, "Y-Axis 3",ImPlotAxisFlags_AuxDefault); + ImPlot::SetupAxisLimits(ImAxis_Y3, 0, 300); + } + + ImPlot::PlotLine("f(x) = x", xs, xs, 1001); + if (x2_axis) { + ImPlot::SetAxes(ImAxis_X2, ImAxis_Y1); + ImPlot::PlotLine("f(x) = sin(x)*3+1", xs2, ys1, 1001); + } + if (y2_axis) { + ImPlot::SetAxes(ImAxis_X1, ImAxis_Y2); + ImPlot::PlotLine("f(x) = cos(x)*.2+.5", xs, ys2, 1001); + } + if (x2_axis && y3_axis) { + ImPlot::SetAxes(ImAxis_X2, ImAxis_Y3); + ImPlot::PlotLine("f(x) = sin(x+.5)*100+200 ", xs2, ys3, 1001); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_LinkedAxes() { + static ImPlotRect lims(0,1,0,1); + static bool linkx = true, linky = true; + int data[2] = {0,1}; + ImGui::Checkbox("Link X", &linkx); + ImGui::SameLine(); + ImGui::Checkbox("Link Y", &linky); + + ImGui::DragScalarN("Limits",ImGuiDataType_Double,&lims.X.Min,4,0.01f); + + if (BeginAlignedPlots("AlignedGroup")) { + if (ImPlot::BeginPlot("Plot A")) { + ImPlot::SetupAxisLinks(ImAxis_X1, linkx ? &lims.X.Min : nullptr, linkx ? &lims.X.Max : nullptr); + ImPlot::SetupAxisLinks(ImAxis_Y1, linky ? &lims.Y.Min : nullptr, linky ? &lims.Y.Max : nullptr); + ImPlot::PlotLine("Line",data,2); + ImPlot::EndPlot(); + } + if (ImPlot::BeginPlot("Plot B")) { + ImPlot::SetupAxisLinks(ImAxis_X1, linkx ? &lims.X.Min : nullptr, linkx ? &lims.X.Max : nullptr); + ImPlot::SetupAxisLinks(ImAxis_Y1, linky ? &lims.Y.Min : nullptr, linky ? &lims.Y.Max : nullptr); + ImPlot::PlotLine("Line",data,2); + ImPlot::EndPlot(); + } + ImPlot::EndAlignedPlots(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_AxisConstraints() { + static float constraints[4] = {-10,10,1,20}; + static ImPlotAxisFlags flags; + ImGui::DragFloat2("Limits Constraints", &constraints[0], 0.01f); + ImGui::DragFloat2("Zoom Constraints", &constraints[2], 0.01f); + CHECKBOX_FLAG(flags, ImPlotAxisFlags_PanStretch); + if (ImPlot::BeginPlot("##AxisConstraints",ImVec2(-1,0))) { + ImPlot::SetupAxes("X","Y",flags,flags); + ImPlot::SetupAxesLimits(-1,1,-1,1); + ImPlot::SetupAxisLimitsConstraints(ImAxis_X1,constraints[0], constraints[1]); + ImPlot::SetupAxisZoomConstraints(ImAxis_X1,constraints[2], constraints[3]); + ImPlot::SetupAxisLimitsConstraints(ImAxis_Y1,constraints[0], constraints[1]); + ImPlot::SetupAxisZoomConstraints(ImAxis_Y1,constraints[2], constraints[3]); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_EqualAxes() { + ImGui::BulletText("Equal constraint applies to axis pairs (e.g ImAxis_X1/Y1, ImAxis_X2/Y2)"); + static double xs1[360], ys1[360]; + for (int i = 0; i < 360; ++i) { + double angle = i * 2 * PI / 359.0; + xs1[i] = cos(angle); ys1[i] = sin(angle); + } + float xs2[] = {-1,0,1,0,-1}; + float ys2[] = {0,1,0,-1,0}; + if (ImPlot::BeginPlot("##EqualAxes",ImVec2(-1,0),ImPlotFlags_Equal)) { + ImPlot::SetupAxis(ImAxis_X2, nullptr, ImPlotAxisFlags_AuxDefault); + ImPlot::SetupAxis(ImAxis_Y2, nullptr, ImPlotAxisFlags_AuxDefault); + ImPlot::PlotLine("Circle",xs1,ys1,360); + ImPlot::SetAxes(ImAxis_X2, ImAxis_Y2); + ImPlot::PlotLine("Diamond",xs2,ys2,5); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_AutoFittingData() { + ImGui::BulletText("The Y-axis has been configured to auto-fit to only the data visible in X-axis range."); + ImGui::BulletText("Zoom and pan the X-axis. Disable Stems to see a difference in fit."); + ImGui::BulletText("If ImPlotAxisFlags_RangeFit is disabled, the axis will fit ALL data."); + + static ImPlotAxisFlags xflags = ImPlotAxisFlags_None; + static ImPlotAxisFlags yflags = ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_RangeFit; + + ImGui::TextUnformatted("X: "); ImGui::SameLine(); + ImGui::CheckboxFlags("ImPlotAxisFlags_AutoFit##X", (unsigned int*)&xflags, ImPlotAxisFlags_AutoFit); ImGui::SameLine(); + ImGui::CheckboxFlags("ImPlotAxisFlags_RangeFit##X", (unsigned int*)&xflags, ImPlotAxisFlags_RangeFit); + + ImGui::TextUnformatted("Y: "); ImGui::SameLine(); + ImGui::CheckboxFlags("ImPlotAxisFlags_AutoFit##Y", (unsigned int*)&yflags, ImPlotAxisFlags_AutoFit); ImGui::SameLine(); + ImGui::CheckboxFlags("ImPlotAxisFlags_RangeFit##Y", (unsigned int*)&yflags, ImPlotAxisFlags_RangeFit); + + static double data[101]; + srand(0); + for (int i = 0; i < 101; ++i) + data[i] = 1 + sin(i/10.0f); + + if (ImPlot::BeginPlot("##DataFitting")) { + ImPlot::SetupAxes("X","Y",xflags,yflags); + ImPlot::PlotLine("Line",data,101); + ImPlot::PlotStems("Stems",data,101); + ImPlot::EndPlot(); + }; +} + +//----------------------------------------------------------------------------- + +ImPlotPoint SinewaveGetter(int i, void* data) { + float f = *(float*)data; + return ImPlotPoint(i,sinf(f*i)); +} + +void Demo_SubplotsSizing() { + + static ImPlotSubplotFlags flags = ImPlotSubplotFlags_ShareItems|ImPlotSubplotFlags_NoLegend; + ImGui::CheckboxFlags("ImPlotSubplotFlags_NoResize", (unsigned int*)&flags, ImPlotSubplotFlags_NoResize); + ImGui::CheckboxFlags("ImPlotSubplotFlags_NoTitle", (unsigned int*)&flags, ImPlotSubplotFlags_NoTitle); + + static int rows = 3; + static int cols = 3; + ImGui::SliderInt("Rows",&rows,1,5); + ImGui::SliderInt("Cols",&cols,1,5); + if (rows < 1 || cols < 1) { + ImGui::TextColored(ImVec4(1,0,0,1), "Nice try, but the number of rows and columns must be greater than 0!"); + return; + } + static float rratios[] = {5,1,1,1,1,1}; + static float cratios[] = {5,1,1,1,1,1}; + ImGui::DragScalarN("Row Ratios",ImGuiDataType_Float,rratios,rows,0.01f,nullptr); + ImGui::DragScalarN("Col Ratios",ImGuiDataType_Float,cratios,cols,0.01f,nullptr); + if (ImPlot::BeginSubplots("My Subplots", rows, cols, ImVec2(-1,400), flags, rratios, cratios)) { + int id = 0; + for (int i = 0; i < rows*cols; ++i) { + if (ImPlot::BeginPlot("",ImVec2(),ImPlotFlags_NoLegend)) { + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_NoDecorations); + float fi = 0.01f * (i+1); + if (rows*cols > 1) { + ImPlot::SetNextLineStyle(SampleColormap((float)i/(float)(rows*cols-1),ImPlotColormap_Jet)); + } + char label[16]; + snprintf(label, sizeof(label), "data%d", id++); + ImPlot::PlotLineG(label,SinewaveGetter,&fi,1000); + ImPlot::EndPlot(); + } + } + ImPlot::EndSubplots(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_SubplotItemSharing() { + static ImPlotSubplotFlags flags = ImPlotSubplotFlags_ShareItems; + ImGui::CheckboxFlags("ImPlotSubplotFlags_ShareItems", (unsigned int*)&flags, ImPlotSubplotFlags_ShareItems); + ImGui::CheckboxFlags("ImPlotSubplotFlags_ColMajor", (unsigned int*)&flags, ImPlotSubplotFlags_ColMajor); + ImGui::BulletText("Drag and drop items from the legend onto plots (except for 'common')"); + static int rows = 2; + static int cols = 3; + static int id[] = {0,1,2,3,4,5}; + static int curj = -1; + if (ImPlot::BeginSubplots("##ItemSharing", rows, cols, ImVec2(-1,400), flags)) { + ImPlot::SetupLegend(ImPlotLocation_South, ImPlotLegendFlags_Sort|ImPlotLegendFlags_Horizontal); + for (int i = 0; i < rows*cols; ++i) { + if (ImPlot::BeginPlot("")) { + float fc = 0.01f; + ImPlot::PlotLineG("common",SinewaveGetter,&fc,1000); + for (int j = 0; j < 6; ++j) { + if (id[j] == i) { + char label[8]; + float fj = 0.01f * (j+2); + snprintf(label, sizeof(label), "data%d", j); + ImPlot::PlotLineG(label,SinewaveGetter,&fj,1000); + if (ImPlot::BeginDragDropSourceItem(label)) { + curj = j; + ImGui::SetDragDropPayload("MY_DND",nullptr,0); + ImPlot::ItemIcon(GetLastItemColor()); ImGui::SameLine(); + ImGui::TextUnformatted(label); + ImPlot::EndDragDropSource(); + } + } + } + if (ImPlot::BeginDragDropTargetPlot()) { + if (ImGui::AcceptDragDropPayload("MY_DND")) + id[curj] = i; + ImPlot::EndDragDropTarget(); + } + ImPlot::EndPlot(); + } + } + ImPlot::EndSubplots(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_SubplotAxisLinking() { + static ImPlotSubplotFlags flags = ImPlotSubplotFlags_LinkRows | ImPlotSubplotFlags_LinkCols; + ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkRows", (unsigned int*)&flags, ImPlotSubplotFlags_LinkRows); + ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkCols", (unsigned int*)&flags, ImPlotSubplotFlags_LinkCols); + ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkAllX", (unsigned int*)&flags, ImPlotSubplotFlags_LinkAllX); + ImGui::CheckboxFlags("ImPlotSubplotFlags_LinkAllY", (unsigned int*)&flags, ImPlotSubplotFlags_LinkAllY); + + static int rows = 2; + static int cols = 2; + if (ImPlot::BeginSubplots("##AxisLinking", rows, cols, ImVec2(-1,400), flags)) { + for (int i = 0; i < rows*cols; ++i) { + if (ImPlot::BeginPlot("")) { + ImPlot::SetupAxesLimits(0,1000,-1,1); + float fc = 0.01f; + ImPlot::PlotLineG("common",SinewaveGetter,&fc,1000); + ImPlot::EndPlot(); + } + } + ImPlot::EndSubplots(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_LegendOptions() { + static ImPlotLocation loc = ImPlotLocation_East; + ImGui::CheckboxFlags("North", (unsigned int*)&loc, ImPlotLocation_North); ImGui::SameLine(); + ImGui::CheckboxFlags("South", (unsigned int*)&loc, ImPlotLocation_South); ImGui::SameLine(); + ImGui::CheckboxFlags("West", (unsigned int*)&loc, ImPlotLocation_West); ImGui::SameLine(); + ImGui::CheckboxFlags("East", (unsigned int*)&loc, ImPlotLocation_East); + + static ImPlotLegendFlags flags = 0; + + CHECKBOX_FLAG(flags, ImPlotLegendFlags_Horizontal); + CHECKBOX_FLAG(flags, ImPlotLegendFlags_Outside); + CHECKBOX_FLAG(flags, ImPlotLegendFlags_Sort); + + ImGui::SliderFloat2("LegendPadding", (float*)&GetStyle().LegendPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("LegendInnerPadding", (float*)&GetStyle().LegendInnerPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat2("LegendSpacing", (float*)&GetStyle().LegendSpacing, 0.0f, 5.0f, "%.0f"); + + static int num_dummy_items = 25; + ImGui::SliderInt("Num Dummy Items (Demo Scrolling)", &num_dummy_items, 0, 100); + + if (ImPlot::BeginPlot("##Legend",ImVec2(-1,0))) { + ImPlot::SetupLegend(loc, flags); + static MyImPlot::WaveData data1(0.001, 0.2, 4, 0.2); + static MyImPlot::WaveData data2(0.001, 0.2, 4, 0.4); + static MyImPlot::WaveData data3(0.001, 0.2, 4, 0.6); + static MyImPlot::WaveData data4(0.001, 0.2, 4, 0.8); + static MyImPlot::WaveData data5(0.001, 0.2, 4, 1.0); + + ImPlot::PlotLineG("Item 002", MyImPlot::SawWave, &data1, 1000); // "Item B" added to legend + ImPlot::PlotLineG("Item 001##IDText", MyImPlot::SawWave, &data2, 1000); // "Item A" added to legend, text after ## used for ID only + ImPlot::PlotLineG("##NotListed", MyImPlot::SawWave, &data3, 1000); // plotted, but not added to legend + ImPlot::PlotLineG("Item 003", MyImPlot::SawWave, &data4, 1000); // "Item C" added to legend + ImPlot::PlotLineG("Item 003", MyImPlot::SawWave, &data5, 1000); // combined with previous "Item C" + + for (int i = 0; i < num_dummy_items; ++i) { + char label[16]; + snprintf(label, sizeof(label), "Item %03d", i+4); + ImPlot::PlotDummy(label); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_DragPoints() { + ImGui::BulletText("Click and drag each point."); + static ImPlotDragToolFlags flags = ImPlotDragToolFlags_None; + ImGui::CheckboxFlags("NoCursors", (unsigned int*)&flags, ImPlotDragToolFlags_NoCursors); ImGui::SameLine(); + ImGui::CheckboxFlags("NoFit", (unsigned int*)&flags, ImPlotDragToolFlags_NoFit); ImGui::SameLine(); + ImGui::CheckboxFlags("NoInput", (unsigned int*)&flags, ImPlotDragToolFlags_NoInputs); + ImPlotAxisFlags ax_flags = ImPlotAxisFlags_NoTickLabels | ImPlotAxisFlags_NoTickMarks; + bool clicked[4] = {false, false, false, false}; + bool hovered[4] = {false, false, false, false}; + bool held[4] = {false, false, false, false}; + if (ImPlot::BeginPlot("##Bezier",ImVec2(-1,0),ImPlotFlags_CanvasOnly)) { + ImPlot::SetupAxes(nullptr,nullptr,ax_flags,ax_flags); + ImPlot::SetupAxesLimits(0,1,0,1); + static ImPlotPoint P[] = {ImPlotPoint(.05f,.05f), ImPlotPoint(0.2,0.4), ImPlotPoint(0.8,0.6), ImPlotPoint(.95f,.95f)}; + + ImPlot::DragPoint(0,&P[0].x,&P[0].y, ImVec4(0,0.9f,0,1),4,flags, &clicked[0], &hovered[0], &held[0]); + ImPlot::DragPoint(1,&P[1].x,&P[1].y, ImVec4(1,0.5f,1,1),4,flags, &clicked[1], &hovered[1], &held[1]); + ImPlot::DragPoint(2,&P[2].x,&P[2].y, ImVec4(0,0.5f,1,1),4,flags, &clicked[2], &hovered[2], &held[2]); + ImPlot::DragPoint(3,&P[3].x,&P[3].y, ImVec4(0,0.9f,0,1),4,flags, &clicked[3], &hovered[3], &held[3]); + + static ImPlotPoint B[100]; + for (int i = 0; i < 100; ++i) { + double t = i / 99.0; + double u = 1 - t; + double w1 = u*u*u; + double w2 = 3*u*u*t; + double w3 = 3*u*t*t; + double w4 = t*t*t; + B[i] = ImPlotPoint(w1*P[0].x + w2*P[1].x + w3*P[2].x + w4*P[3].x, w1*P[0].y + w2*P[1].y + w3*P[2].y + w4*P[3].y); + } + + ImPlot::SetNextLineStyle(ImVec4(1,0.5f,1,1),hovered[1]||held[1] ? 2.0f : 1.0f); + ImPlot::PlotLine("##h1",&P[0].x, &P[0].y, 2, 0, 0, sizeof(ImPlotPoint)); + ImPlot::SetNextLineStyle(ImVec4(0,0.5f,1,1), hovered[2]||held[2] ? 2.0f : 1.0f); + ImPlot::PlotLine("##h2",&P[2].x, &P[2].y, 2, 0, 0, sizeof(ImPlotPoint)); + ImPlot::SetNextLineStyle(ImVec4(0,0.9f,0,1), hovered[0]||held[0]||hovered[3]||held[3] ? 3.0f : 2.0f); + ImPlot::PlotLine("##bez",&B[0].x, &B[0].y, 100, 0, 0, sizeof(ImPlotPoint)); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_DragLines() { + ImGui::BulletText("Click and drag the horizontal and vertical lines."); + static double x1 = 0.2; + static double x2 = 0.8; + static double y1 = 0.25; + static double y2 = 0.75; + static double f = 0.1; + bool clicked = false; + bool hovered = false; + bool held = false; + static ImPlotDragToolFlags flags = ImPlotDragToolFlags_None; + ImGui::CheckboxFlags("NoCursors", (unsigned int*)&flags, ImPlotDragToolFlags_NoCursors); ImGui::SameLine(); + ImGui::CheckboxFlags("NoFit", (unsigned int*)&flags, ImPlotDragToolFlags_NoFit); ImGui::SameLine(); + ImGui::CheckboxFlags("NoInput", (unsigned int*)&flags, ImPlotDragToolFlags_NoInputs); + if (ImPlot::BeginPlot("##lines",ImVec2(-1,0))) { + ImPlot::SetupAxesLimits(0,1,0,1); + ImPlot::DragLineX(0,&x1,ImVec4(1,1,1,1),1,flags); + ImPlot::DragLineX(1,&x2,ImVec4(1,1,1,1),1,flags); + ImPlot::DragLineY(2,&y1,ImVec4(1,1,1,1),1,flags); + ImPlot::DragLineY(3,&y2,ImVec4(1,1,1,1),1,flags); + double xs[1000], ys[1000]; + for (int i = 0; i < 1000; ++i) { + xs[i] = (x2+x1)/2+fabs(x2-x1)*(i/1000.0f - 0.5f); + ys[i] = (y1+y2)/2+fabs(y2-y1)/2*sin(f*i/10); + } + ImPlot::DragLineY(120482,&f,ImVec4(1,0.5f,1,1),1,flags, &clicked, &hovered, &held); + ImPlot::SetNextLineStyle(IMPLOT_AUTO_COL, hovered||held ? 2.0f : 1.0f); + ImPlot::PlotLine("Interactive Data", xs, ys, 1000); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_DragRects() { + + static float x_data[512]; + static float y_data1[512]; + static float y_data2[512]; + static float y_data3[512]; + static float sampling_freq = 44100; + static float freq = 500; + bool clicked = false; + bool hovered = false; + bool held = false; + for (size_t i = 0; i < 512; ++i) { + const float t = i / sampling_freq; + x_data[i] = t; + const float arg = 2 * 3.14f * freq * t; + y_data1[i] = sinf(arg); + y_data2[i] = y_data1[i] * -0.6f + sinf(2 * arg) * 0.4f; + y_data3[i] = y_data2[i] * -0.6f + sinf(3 * arg) * 0.4f; + } + ImGui::BulletText("Click and drag the edges, corners, and center of the rect."); + ImGui::BulletText("Double click edges to expand rect to plot extents."); + static ImPlotRect rect(0.0025,0.0045,0,0.5); + static ImPlotDragToolFlags flags = ImPlotDragToolFlags_None; + ImGui::CheckboxFlags("NoCursors", (unsigned int*)&flags, ImPlotDragToolFlags_NoCursors); ImGui::SameLine(); + ImGui::CheckboxFlags("NoFit", (unsigned int*)&flags, ImPlotDragToolFlags_NoFit); ImGui::SameLine(); + ImGui::CheckboxFlags("NoInput", (unsigned int*)&flags, ImPlotDragToolFlags_NoInputs); + + if (ImPlot::BeginPlot("##Main",ImVec2(-1,150))) { + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoTickLabels,ImPlotAxisFlags_NoTickLabels); + ImPlot::SetupAxesLimits(0,0.01,-1,1); + ImPlot::PlotLine("Signal 1", x_data, y_data1, 512); + ImPlot::PlotLine("Signal 2", x_data, y_data2, 512); + ImPlot::PlotLine("Signal 3", x_data, y_data3, 512); + ImPlot::DragRect(0,&rect.X.Min,&rect.Y.Min,&rect.X.Max,&rect.Y.Max,ImVec4(1,0,1,1),flags, &clicked, &hovered, &held); + ImPlot::EndPlot(); + } + ImVec4 bg_col = held ? ImVec4(0.5f,0,0.5f,1) : (hovered ? ImVec4(0.25f,0,0.25f,1) : ImPlot::GetStyle().Colors[ImPlotCol_PlotBg]); + ImPlot::PushStyleColor(ImPlotCol_PlotBg, bg_col); + if (ImPlot::BeginPlot("##rect",ImVec2(-1,150), ImPlotFlags_CanvasOnly)) { + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_NoDecorations); + ImPlot::SetupAxesLimits(rect.X.Min, rect.X.Max, rect.Y.Min, rect.Y.Max, ImGuiCond_Always); + ImPlot::PlotLine("Signal 1", x_data, y_data1, 512); + ImPlot::PlotLine("Signal 2", x_data, y_data2, 512); + ImPlot::PlotLine("Signal 3", x_data, y_data3, 512); + ImPlot::EndPlot(); + } + ImPlot::PopStyleColor(); + ImGui::Text("Rect is %sclicked, %shovered, %sheld", clicked ? "" : "not ", hovered ? "" : "not ", held ? "" : "not "); +} + +//----------------------------------------------------------------------------- + +ImPlotPoint FindCentroid(const ImVector& data, const ImPlotRect& bounds, int& cnt) { + cnt = 0; + ImPlotPoint avg; + ImPlotRect bounds_fixed; + bounds_fixed.X.Min = bounds.X.Min < bounds.X.Max ? bounds.X.Min : bounds.X.Max; + bounds_fixed.X.Max = bounds.X.Min < bounds.X.Max ? bounds.X.Max : bounds.X.Min; + bounds_fixed.Y.Min = bounds.Y.Min < bounds.Y.Max ? bounds.Y.Min : bounds.Y.Max; + bounds_fixed.Y.Max = bounds.Y.Min < bounds.Y.Max ? bounds.Y.Max : bounds.Y.Min; + for (int i = 0; i < data.size(); ++i) { + if (bounds_fixed.Contains(data[i].x, data[i].y)) { + avg.x += data[i].x; + avg.y += data[i].y; + cnt++; + } + } + if (cnt > 0) { + avg.x = avg.x / cnt; + avg.y = avg.y / cnt; + } + return avg; +} + +//----------------------------------------------------------------------------- + +void Demo_Querying() { + static ImVector data; + static ImVector rects; + static ImPlotRect limits, select; + static bool init = true; + if (init) { + for (int i = 0; i < 50; ++i) + { + double x = RandomRange(0.1, 0.9); + double y = RandomRange(0.1, 0.9); + data.push_back(ImPlotPoint(x,y)); + } + init = false; + } + + ImGui::BulletText("Box select and left click mouse to create a new query rect."); + ImGui::BulletText("Ctrl + click in the plot area to draw points."); + + if (ImGui::Button("Clear Queries")) + rects.shrink(0); + + if (ImPlot::BeginPlot("##Centroid")) { + ImPlot::SetupAxesLimits(0,1,0,1); + if (ImPlot::IsPlotHovered() && ImGui::IsMouseClicked(0) && ImGui::GetIO().KeyCtrl) { + ImPlotPoint pt = ImPlot::GetPlotMousePos(); + data.push_back(pt); + } + ImPlot::PlotScatter("Points", &data[0].x, &data[0].y, data.size(), 0, 0, 2 * sizeof(double)); + if (ImPlot::IsPlotSelected()) { + select = ImPlot::GetPlotSelection(); + int cnt; + ImPlotPoint centroid = FindCentroid(data,select,cnt); + if (cnt > 0) { + ImPlot::SetNextMarkerStyle(ImPlotMarker_Square,6); + ImPlot::PlotScatter("Centroid", ¢roid.x, ¢roid.y, 1); + } + if (ImGui::IsMouseClicked(ImPlot::GetInputMap().SelectCancel)) { + CancelPlotSelection(); + rects.push_back(select); + } + } + for (int i = 0; i < rects.size(); ++i) { + int cnt; + ImPlotPoint centroid = FindCentroid(data,rects[i],cnt); + if (cnt > 0) { + ImPlot::SetNextMarkerStyle(ImPlotMarker_Square,6); + ImPlot::PlotScatter("Centroid", ¢roid.x, ¢roid.y, 1); + } + ImPlot::DragRect(i,&rects[i].X.Min,&rects[i].Y.Min,&rects[i].X.Max,&rects[i].Y.Max,ImVec4(1,0,1,1)); + } + limits = ImPlot::GetPlotLimits(); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_Annotations() { + static bool clamp = false; + ImGui::Checkbox("Clamp",&clamp); + if (ImPlot::BeginPlot("##Annotations")) { + ImPlot::SetupAxesLimits(0,2,0,1); + static float p[] = {0.25f, 0.25f, 0.75f, 0.75f, 0.25f}; + ImPlot::PlotScatter("##Points",&p[0],&p[1],4); + ImVec4 col = GetLastItemColor(); + ImPlot::Annotation(0.25,0.25,col,ImVec2(-15,15),clamp,"BL"); + ImPlot::Annotation(0.75,0.25,col,ImVec2(15,15),clamp,"BR"); + ImPlot::Annotation(0.75,0.75,col,ImVec2(15,-15),clamp,"TR"); + ImPlot::Annotation(0.25,0.75,col,ImVec2(-15,-15),clamp,"TL"); + ImPlot::Annotation(0.5,0.5,col,ImVec2(0,0),clamp,"Center"); + + ImPlot::Annotation(1.25,0.75,ImVec4(0,1,0,1),ImVec2(0,0),clamp); + + float bx[] = {1.2f,1.5f,1.8f}; + float by[] = {0.25f, 0.5f, 0.75f}; + ImPlot::PlotBars("##Bars",bx,by,3,0.2); + for (int i = 0; i < 3; ++i) + ImPlot::Annotation(bx[i],by[i],ImVec4(0,0,0,0),ImVec2(0,-5),clamp,"B[%d]=%.2f",i,by[i]); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_Tags() { + static bool show = true; + ImGui::Checkbox("Show Tags",&show); + if (ImPlot::BeginPlot("##Tags")) { + ImPlot::SetupAxis(ImAxis_X2); + ImPlot::SetupAxis(ImAxis_Y2); + if (show) { + ImPlot::TagX(0.25, ImVec4(1,1,0,1)); + ImPlot::TagY(0.75, ImVec4(1,1,0,1)); + static double drag_tag = 0.25; + ImPlot::DragLineY(0,&drag_tag,ImVec4(1,0,0,1),1,ImPlotDragToolFlags_NoFit); + ImPlot::TagY(drag_tag, ImVec4(1,0,0,1), "Drag"); + SetAxes(ImAxis_X2, ImAxis_Y2); + ImPlot::TagX(0.5, ImVec4(0,1,1,1), "%s", "MyTag"); + ImPlot::TagY(0.5, ImVec4(0,1,1,1), "Tag: %d", 42); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_DragAndDrop() { + ImGui::BulletText("Drag/drop items from the left column."); + ImGui::BulletText("Drag/drop items between plots."); + ImGui::Indent(); + ImGui::BulletText("Plot 1 Targets: Plot, Y-Axes, Legend"); + ImGui::BulletText("Plot 1 Sources: Legend Item Labels"); + ImGui::BulletText("Plot 2 Targets: Plot, X-Axis, Y-Axis"); + ImGui::BulletText("Plot 2 Sources: Plot, X-Axis, Y-Axis (hold Ctrl)"); + ImGui::Unindent(); + + // convenience struct to manage DND items; do this however you like + struct MyDndItem { + int Idx; + int Plt; + ImAxis Yax; + char Label[16]; + ImVector Data; + ImVec4 Color; + MyDndItem() { + static int i = 0; + Idx = i++; + Plt = 0; + Yax = ImAxis_Y1; + snprintf(Label, sizeof(Label), "%02d Hz", Idx+1); + Color = RandomColor(); + Data.reserve(1001); + for (int k = 0; k < 1001; ++k) { + float t = k * 1.0f / 999; + Data.push_back(ImVec2(t, 0.5f + 0.5f * sinf(2*3.14f*t*(Idx+1)))); + } + } + void Reset() { Plt = 0; Yax = ImAxis_Y1; } + }; + + const int k_dnd = 20; + static MyDndItem dnd[k_dnd]; + static MyDndItem* dndx = nullptr; // for plot 2 + static MyDndItem* dndy = nullptr; // for plot 2 + + // child window to serve as initial source for our DND items + ImGui::BeginChild("DND_LEFT",ImVec2(100,400)); + if (ImGui::Button("Reset Data")) { + for (int k = 0; k < k_dnd; ++k) + dnd[k].Reset(); + dndx = dndy = nullptr; + } + for (int k = 0; k < k_dnd; ++k) { + if (dnd[k].Plt > 0) + continue; + ImPlot::ItemIcon(dnd[k].Color); ImGui::SameLine(); + ImGui::Selectable(dnd[k].Label, false, 0, ImVec2(100, 0)); + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) { + ImGui::SetDragDropPayload("MY_DND", &k, sizeof(int)); + ImPlot::ItemIcon(dnd[k].Color); ImGui::SameLine(); + ImGui::TextUnformatted(dnd[k].Label); + ImGui::EndDragDropSource(); + } + } + ImGui::EndChild(); + if (ImGui::BeginDragDropTarget()) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dnd[i].Reset(); + } + ImGui::EndDragDropTarget(); + } + + ImGui::SameLine(); + ImGui::BeginChild("DND_RIGHT",ImVec2(-1,400)); + // plot 1 (time series) + ImPlotAxisFlags flags = ImPlotAxisFlags_NoTickLabels | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoHighlight; + if (ImPlot::BeginPlot("##DND1", ImVec2(-1,195))) { + ImPlot::SetupAxis(ImAxis_X1, nullptr, flags|ImPlotAxisFlags_Lock); + ImPlot::SetupAxis(ImAxis_Y1, "[drop here]", flags); + ImPlot::SetupAxis(ImAxis_Y2, "[drop here]", flags|ImPlotAxisFlags_Opposite); + ImPlot::SetupAxis(ImAxis_Y3, "[drop here]", flags|ImPlotAxisFlags_Opposite); + + for (int k = 0; k < k_dnd; ++k) { + if (dnd[k].Plt == 1 && dnd[k].Data.size() > 0) { + ImPlot::SetAxis(dnd[k].Yax); + ImPlot::SetNextLineStyle(dnd[k].Color); + ImPlot::PlotLine(dnd[k].Label, &dnd[k].Data[0].x, &dnd[k].Data[0].y, dnd[k].Data.size(), 0, 0, 2 * sizeof(float)); + // allow legend item labels to be DND sources + if (ImPlot::BeginDragDropSourceItem(dnd[k].Label)) { + ImGui::SetDragDropPayload("MY_DND", &k, sizeof(int)); + ImPlot::ItemIcon(dnd[k].Color); ImGui::SameLine(); + ImGui::TextUnformatted(dnd[k].Label); + ImPlot::EndDragDropSource(); + } + } + } + // allow the main plot area to be a DND target + if (ImPlot::BeginDragDropTargetPlot()) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dnd[i].Plt = 1; dnd[i].Yax = ImAxis_Y1; + } + ImPlot::EndDragDropTarget(); + } + // allow each y-axis to be a DND target + for (int y = ImAxis_Y1; y <= ImAxis_Y3; ++y) { + if (ImPlot::BeginDragDropTargetAxis(y)) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dnd[i].Plt = 1; dnd[i].Yax = y; + } + ImPlot::EndDragDropTarget(); + } + } + // allow the legend to be a DND target + if (ImPlot::BeginDragDropTargetLegend()) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dnd[i].Plt = 1; dnd[i].Yax = ImAxis_Y1; + } + ImPlot::EndDragDropTarget(); + } + ImPlot::EndPlot(); + } + // plot 2 (Lissajous) + if (ImPlot::BeginPlot("##DND2", ImVec2(-1,195))) { + ImPlot::PushStyleColor(ImPlotCol_AxisBg, dndx != nullptr ? dndx->Color : ImPlot::GetStyle().Colors[ImPlotCol_AxisBg]); + ImPlot::SetupAxis(ImAxis_X1, dndx == nullptr ? "[drop here]" : dndx->Label, flags); + ImPlot::PushStyleColor(ImPlotCol_AxisBg, dndy != nullptr ? dndy->Color : ImPlot::GetStyle().Colors[ImPlotCol_AxisBg]); + ImPlot::SetupAxis(ImAxis_Y1, dndy == nullptr ? "[drop here]" : dndy->Label, flags); + ImPlot::PopStyleColor(2); + if (dndx != nullptr && dndy != nullptr) { + ImVec4 mixed((dndx->Color.x + dndy->Color.x)/2,(dndx->Color.y + dndy->Color.y)/2,(dndx->Color.z + dndy->Color.z)/2,(dndx->Color.w + dndy->Color.w)/2); + ImPlot::SetNextLineStyle(mixed); + ImPlot::PlotLine("##dndxy", &dndx->Data[0].y, &dndy->Data[0].y, dndx->Data.size(), 0, 0, 2 * sizeof(float)); + } + // allow the x-axis to be a DND target + if (ImPlot::BeginDragDropTargetAxis(ImAxis_X1)) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dndx = &dnd[i]; + } + ImPlot::EndDragDropTarget(); + } + // allow the x-axis to be a DND source + if (dndx != nullptr && ImPlot::BeginDragDropSourceAxis(ImAxis_X1)) { + ImGui::SetDragDropPayload("MY_DND", &dndx->Idx, sizeof(int)); + ImPlot::ItemIcon(dndx->Color); ImGui::SameLine(); + ImGui::TextUnformatted(dndx->Label); + ImPlot::EndDragDropSource(); + } + // allow the y-axis to be a DND target + if (ImPlot::BeginDragDropTargetAxis(ImAxis_Y1)) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dndy = &dnd[i]; + } + ImPlot::EndDragDropTarget(); + } + // allow the y-axis to be a DND source + if (dndy != nullptr && ImPlot::BeginDragDropSourceAxis(ImAxis_Y1)) { + ImGui::SetDragDropPayload("MY_DND", &dndy->Idx, sizeof(int)); + ImPlot::ItemIcon(dndy->Color); ImGui::SameLine(); + ImGui::TextUnformatted(dndy->Label); + ImPlot::EndDragDropSource(); + } + // allow the plot area to be a DND target + if (ImPlot::BeginDragDropTargetPlot()) { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("MY_DND")) { + int i = *(int*)payload->Data; dndx = dndy = &dnd[i]; + } + } + // allow the plot area to be a DND source + if (ImPlot::BeginDragDropSourcePlot()) { + ImGui::TextUnformatted("Yes, you can\ndrag this!"); + ImPlot::EndDragDropSource(); + } + ImPlot::EndPlot(); + } + ImGui::EndChild(); +} + +//----------------------------------------------------------------------------- + +void Demo_Tables() { +#ifdef IMGUI_HAS_TABLE + static ImGuiTableFlags flags = ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | + ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable; + static bool anim = true; + static int offset = 0; + ImGui::BulletText("Plots can be used inside of ImGui tables as another means of creating subplots."); + ImGui::Checkbox("Animate",&anim); + if (anim) + offset = (offset + 1) % 100; + if (ImGui::BeginTable("##table", 3, flags, ImVec2(-1,0))) { + ImGui::TableSetupColumn("Electrode", ImGuiTableColumnFlags_WidthFixed, 75.0f); + ImGui::TableSetupColumn("Voltage", ImGuiTableColumnFlags_WidthFixed, 75.0f); + ImGui::TableSetupColumn("EMG Signal"); + ImGui::TableHeadersRow(); + ImPlot::PushColormap(ImPlotColormap_Cool); + for (int row = 0; row < 10; row++) { + ImGui::TableNextRow(); + static float data[100]; + srand(row); + for (int i = 0; i < 100; ++i) + data[i] = RandomRange(0.0f,10.0f); + ImGui::TableSetColumnIndex(0); + ImGui::Text("EMG %d", row); + ImGui::TableSetColumnIndex(1); + ImGui::Text("%.3f V", data[offset]); + ImGui::TableSetColumnIndex(2); + ImGui::PushID(row); + MyImPlot::Sparkline("##spark",data,100,0,11.0f,offset,ImPlot::GetColormapColor(row),ImVec2(-1, 35)); + ImGui::PopID(); + } + ImPlot::PopColormap(); + ImGui::EndTable(); + } +#else + ImGui::BulletText("You need to merge the ImGui 'tables' branch for this section."); +#endif +} + +//----------------------------------------------------------------------------- + +void Demo_OffsetAndStride() { + static const int k_circles = 11; + static const int k_points_per = 50; + static const int k_size = 2 * k_points_per * k_circles; + static double interleaved_data[k_size]; + for (int p = 0; p < k_points_per; ++p) { + for (int c = 0; c < k_circles; ++c) { + double r = (double)c / (k_circles - 1) * 0.2 + 0.2; + interleaved_data[p*2*k_circles + 2*c + 0] = 0.5 + r * cos((double)p/k_points_per * 6.28); + interleaved_data[p*2*k_circles + 2*c + 1] = 0.5 + r * sin((double)p/k_points_per * 6.28); + } + } + static int offset = 0; + ImGui::BulletText("Offsetting is useful for realtime plots (see above) and circular buffers."); + ImGui::BulletText("Striding is useful for interleaved data (e.g. audio) or plotting structs."); + ImGui::BulletText("Here, all circle data is stored in a single interleaved buffer:"); + ImGui::BulletText("[c0.x0 c0.y0 ... cn.x0 cn.y0 c0.x1 c0.y1 ... cn.x1 cn.y1 ... cn.xm cn.ym]"); + ImGui::BulletText("The offset value indicates which circle point index is considered the first."); + ImGui::BulletText("Offsets can be negative and/or larger than the actual data count."); + ImGui::SliderInt("Offset", &offset, -2*k_points_per, 2*k_points_per); + if (ImPlot::BeginPlot("##strideoffset",ImVec2(-1,0),ImPlotFlags_Equal)) { + ImPlot::PushColormap(ImPlotColormap_Jet); + char buff[32]; + for (int c = 0; c < k_circles; ++c) { + snprintf(buff, sizeof(buff), "Circle %d", c); + ImPlot::PlotLine(buff, &interleaved_data[c*2 + 0], &interleaved_data[c*2 + 1], k_points_per, 0, offset, 2*k_circles*sizeof(double)); + } + ImPlot::EndPlot(); + ImPlot::PopColormap(); + } + // offset++; uncomment for animation! +} + +//----------------------------------------------------------------------------- + +void Demo_CustomDataAndGetters() { + ImGui::BulletText("You can plot custom structs using the stride feature."); + ImGui::BulletText("Most plotters can also be passed a function pointer for getting data."); + ImGui::Indent(); + ImGui::BulletText("You can optionally pass user data to be given to your getter function."); + ImGui::BulletText("C++ lambdas can be passed as function pointers as well!"); + ImGui::Unindent(); + + MyImPlot::Vector2f vec2_data[2] = { MyImPlot::Vector2f(0,0), MyImPlot::Vector2f(1,1) }; + + if (ImPlot::BeginPlot("##Custom Data")) { + + // custom structs using stride example: + ImPlot::PlotLine("Vector2f", &vec2_data[0].x, &vec2_data[0].y, 2, 0, 0, sizeof(MyImPlot::Vector2f) /* or sizeof(float) * 2 */); + + // custom getter example 1: + ImPlot::PlotLineG("Spiral", MyImPlot::Spiral, nullptr, 1000); + + // custom getter example 2: + static MyImPlot::WaveData data1(0.001, 0.2, 2, 0.75); + static MyImPlot::WaveData data2(0.001, 0.2, 4, 0.25); + ImPlot::PlotLineG("Waves", MyImPlot::SineWave, &data1, 1000); + ImPlot::PlotLineG("Waves", MyImPlot::SawWave, &data2, 1000); + ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, 0.25f); + ImPlot::PlotShadedG("Waves", MyImPlot::SineWave, &data1, MyImPlot::SawWave, &data2, 1000); + ImPlot::PopStyleVar(); + + // you can also pass C++ lambdas: + // auto lamda = [](void* data, int idx) { ... return ImPlotPoint(x,y); }; + // ImPlot::PlotLine("My Lambda", lambda, data, 1000); + + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +int MetricFormatter(double value, char* buff, int size, void* data) { + const char* unit = (const char*)data; + static double v[] = {1000000000,1000000,1000,1,0.001,0.000001,0.000000001}; + static const char* p[] = {"G","M","k","","m","u","n"}; + if (value == 0) { + return snprintf(buff,size,"0 %s", unit); + } + for (int i = 0; i < 7; ++i) { + if (fabs(value) >= v[i]) { + return snprintf(buff,size,"%g %s%s",value/v[i],p[i],unit); + } + } + return snprintf(buff,size,"%g %s%s",value/v[6],p[6],unit); +} + +void Demo_TickLabels() { + static bool custom_fmt = true; + static bool custom_ticks = false; + static bool custom_labels = true; + ImGui::Checkbox("Show Custom Format", &custom_fmt); + ImGui::SameLine(); + ImGui::Checkbox("Show Custom Ticks", &custom_ticks); + if (custom_ticks) { + ImGui::SameLine(); + ImGui::Checkbox("Show Custom Labels", &custom_labels); + } + const double pi = 3.14; + const char* pi_str[] = {"PI"}; + static double yticks[] = {100,300,700,900}; + static const char* ylabels[] = {"One","Three","Seven","Nine"}; + static double yticks_aux[] = {0.2,0.4,0.6}; + static const char* ylabels_aux[] = {"A","B","C","D","E","F"}; + if (ImPlot::BeginPlot("##Ticks")) { + ImPlot::SetupAxesLimits(2.5,5,0,1000); + ImPlot::SetupAxis(ImAxis_Y2, nullptr, ImPlotAxisFlags_AuxDefault); + ImPlot::SetupAxis(ImAxis_Y3, nullptr, ImPlotAxisFlags_AuxDefault); + if (custom_fmt) { + ImPlot::SetupAxisFormat(ImAxis_X1, "%g ms"); + ImPlot::SetupAxisFormat(ImAxis_Y1, MetricFormatter, (void*)"Hz"); + ImPlot::SetupAxisFormat(ImAxis_Y2, "%g dB"); + ImPlot::SetupAxisFormat(ImAxis_Y3, MetricFormatter, (void*)"m"); + } + if (custom_ticks) { + ImPlot::SetupAxisTicks(ImAxis_X1, &pi,1,custom_labels ? pi_str : nullptr, true); + ImPlot::SetupAxisTicks(ImAxis_Y1, yticks, 4, custom_labels ? ylabels : nullptr, false); + ImPlot::SetupAxisTicks(ImAxis_Y2, yticks_aux, 3, custom_labels ? ylabels_aux : nullptr, false); + ImPlot::SetupAxisTicks(ImAxis_Y3, 0, 1, 6, custom_labels ? ylabels_aux : nullptr, false); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_CustomStyles() { + ImPlot::PushColormap(ImPlotColormap_Deep); + // normally you wouldn't change the entire style each frame + ImPlotStyle backup = ImPlot::GetStyle(); + MyImPlot::StyleSeaborn(); + if (ImPlot::BeginPlot("seaborn style")) { + ImPlot::SetupAxes( "x-axis", "y-axis"); + ImPlot::SetupAxesLimits(-0.5f, 9.5f, 0, 10); + unsigned int lin[10] = {8,8,9,7,8,8,8,9,7,8}; + unsigned int bar[10] = {1,2,5,3,4,1,2,5,3,4}; + unsigned int dot[10] = {7,6,6,7,8,5,6,5,8,7}; + ImPlot::PlotBars("Bars", bar, 10, 0.5f); + ImPlot::PlotLine("Line", lin, 10); + ImPlot::NextColormapColor(); // skip green + ImPlot::PlotScatter("Scatter", dot, 10); + ImPlot::EndPlot(); + } + ImPlot::GetStyle() = backup; + ImPlot::PopColormap(); +} + +//----------------------------------------------------------------------------- + +void Demo_CustomRendering() { + if (ImPlot::BeginPlot("##CustomRend")) { + ImVec2 cntr = ImPlot::PlotToPixels(ImPlotPoint(0.5f, 0.5f)); + ImVec2 rmin = ImPlot::PlotToPixels(ImPlotPoint(0.25f, 0.75f)); + ImVec2 rmax = ImPlot::PlotToPixels(ImPlotPoint(0.75f, 0.25f)); + ImPlot::PushPlotClipRect(); + ImPlot::GetPlotDrawList()->AddCircleFilled(cntr,20,IM_COL32(255,255,0,255),20); + ImPlot::GetPlotDrawList()->AddRect(rmin, rmax, IM_COL32(128,0,255,255)); + ImPlot::PopPlotClipRect(); + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_LegendPopups() { + ImGui::BulletText("You can implement legend context menus to inject per-item controls and widgets."); + ImGui::BulletText("Right click the legend label/icon to edit custom item attributes."); + + static float frequency = 0.1f; + static float amplitude = 0.5f; + static ImVec4 color = ImVec4(1,1,0,1); + static float alpha = 1.0f; + static bool line = false; + static float thickness = 1; + static bool markers = false; + static bool shaded = false; + + static float vals[101]; + for (int i = 0; i < 101; ++i) + vals[i] = amplitude * sinf(frequency * i); + + if (ImPlot::BeginPlot("Right Click the Legend")) { + ImPlot::SetupAxesLimits(0,100,-1,1); + // rendering logic + ImPlot::PushStyleVar(ImPlotStyleVar_FillAlpha, alpha); + if (!line) { + ImPlot::SetNextFillStyle(color); + ImPlot::PlotBars("Right Click Me", vals, 101); + } + else { + if (markers) ImPlot::SetNextMarkerStyle(ImPlotMarker_Square); + ImPlot::SetNextLineStyle(color, thickness); + ImPlot::PlotLine("Right Click Me", vals, 101); + if (shaded) ImPlot::PlotShaded("Right Click Me",vals,101); + } + ImPlot::PopStyleVar(); + // custom legend context menu + if (ImPlot::BeginLegendPopup("Right Click Me")) { + ImGui::SliderFloat("Frequency",&frequency,0,1,"%0.2f"); + ImGui::SliderFloat("Amplitude",&litude,0,1,"%0.2f"); + ImGui::Separator(); + ImGui::ColorEdit3("Color",&color.x); + ImGui::SliderFloat("Transparency",&alpha,0,1,"%.2f"); + ImGui::Checkbox("Line Plot", &line); + if (line) { + ImGui::SliderFloat("Thickness", &thickness, 0, 5); + ImGui::Checkbox("Markers", &markers); + ImGui::Checkbox("Shaded",&shaded); + } + ImPlot::EndLegendPopup(); + } + ImPlot::EndPlot(); + } +} + +//----------------------------------------------------------------------------- + +void Demo_ColormapWidgets() { + static int cmap = ImPlotColormap_Viridis; + + if (ImPlot::ColormapButton("Button",ImVec2(0,0),cmap)) { + cmap = (cmap + 1) % ImPlot::GetColormapCount(); + } + + static float t = 0.5f; + static ImVec4 col; + ImGui::ColorButton("##Display",col,ImGuiColorEditFlags_NoInputs); + ImGui::SameLine(); + ImPlot::ColormapSlider("Slider", &t, &col, "%.3f", cmap); + + ImPlot::ColormapIcon(cmap); ImGui::SameLine(); ImGui::Text("Icon"); + + static ImPlotColormapScaleFlags flags = 0; + static float scale[2] = {0, 100}; + ImPlot::ColormapScale("Scale",scale[0],scale[1],ImVec2(0,0),"%g dB",flags,cmap); + ImGui::InputFloat2("Scale",scale); + CHECKBOX_FLAG(flags, ImPlotColormapScaleFlags_NoLabel); + CHECKBOX_FLAG(flags, ImPlotColormapScaleFlags_Opposite); + CHECKBOX_FLAG(flags, ImPlotColormapScaleFlags_Invert); +} + +//----------------------------------------------------------------------------- + +void Demo_CustomPlottersAndTooltips() { + ImGui::BulletText("You can create custom plotters or extend ImPlot using implot_internal.h."); + double dates[] = {1546300800,1546387200,1546473600,1546560000,1546819200,1546905600,1546992000,1547078400,1547164800,1547424000,1547510400,1547596800,1547683200,1547769600,1547942400,1548028800,1548115200,1548201600,1548288000,1548374400,1548633600,1548720000,1548806400,1548892800,1548979200,1549238400,1549324800,1549411200,1549497600,1549584000,1549843200,1549929600,1550016000,1550102400,1550188800,1550361600,1550448000,1550534400,1550620800,1550707200,1550793600,1551052800,1551139200,1551225600,1551312000,1551398400,1551657600,1551744000,1551830400,1551916800,1552003200,1552262400,1552348800,1552435200,1552521600,1552608000,1552867200,1552953600,1553040000,1553126400,1553212800,1553472000,1553558400,1553644800,1553731200,1553817600,1554076800,1554163200,1554249600,1554336000,1554422400,1554681600,1554768000,1554854400,1554940800,1555027200,1555286400,1555372800,1555459200,1555545600,1555632000,1555891200,1555977600,1556064000,1556150400,1556236800,1556496000,1556582400,1556668800,1556755200,1556841600,1557100800,1557187200,1557273600,1557360000,1557446400,1557705600,1557792000,1557878400,1557964800,1558051200,1558310400,1558396800,1558483200,1558569600,1558656000,1558828800,1558915200,1559001600,1559088000,1559174400,1559260800,1559520000,1559606400,1559692800,1559779200,1559865600,1560124800,1560211200,1560297600,1560384000,1560470400,1560729600,1560816000,1560902400,1560988800,1561075200,1561334400,1561420800,1561507200,1561593600,1561680000,1561939200,1562025600,1562112000,1562198400,1562284800,1562544000,1562630400,1562716800,1562803200,1562889600,1563148800,1563235200,1563321600,1563408000,1563494400,1563753600,1563840000,1563926400,1564012800,1564099200,1564358400,1564444800,1564531200,1564617600,1564704000,1564963200,1565049600,1565136000,1565222400,1565308800,1565568000,1565654400,1565740800,1565827200,1565913600,1566172800,1566259200,1566345600,1566432000,1566518400,1566777600,1566864000,1566950400,1567036800,1567123200,1567296000,1567382400,1567468800,1567555200,1567641600,1567728000,1567987200,1568073600,1568160000,1568246400,1568332800,1568592000,1568678400,1568764800,1568851200,1568937600,1569196800,1569283200,1569369600,1569456000,1569542400,1569801600,1569888000,1569974400,1570060800,1570147200,1570406400,1570492800,1570579200,1570665600,1570752000,1571011200,1571097600,1571184000,1571270400,1571356800,1571616000,1571702400,1571788800,1571875200,1571961600}; + double opens[] = {1284.7,1319.9,1318.7,1328,1317.6,1321.6,1314.3,1325,1319.3,1323.1,1324.7,1321.3,1323.5,1322,1281.3,1281.95,1311.1,1315,1314,1313.1,1331.9,1334.2,1341.3,1350.6,1349.8,1346.4,1343.4,1344.9,1335.6,1337.9,1342.5,1337,1338.6,1337,1340.4,1324.65,1324.35,1349.5,1371.3,1367.9,1351.3,1357.8,1356.1,1356,1347.6,1339.1,1320.6,1311.8,1314,1312.4,1312.3,1323.5,1319.1,1327.2,1332.1,1320.3,1323.1,1328,1330.9,1338,1333,1335.3,1345.2,1341.1,1332.5,1314,1314.4,1310.7,1314,1313.1,1315,1313.7,1320,1326.5,1329.2,1314.2,1312.3,1309.5,1297.4,1293.7,1277.9,1295.8,1295.2,1290.3,1294.2,1298,1306.4,1299.8,1302.3,1297,1289.6,1302,1300.7,1303.5,1300.5,1303.2,1306,1318.7,1315,1314.5,1304.1,1294.7,1293.7,1291.2,1290.2,1300.4,1284.2,1284.25,1301.8,1295.9,1296.2,1304.4,1323.1,1340.9,1341,1348,1351.4,1351.4,1343.5,1342.3,1349,1357.6,1357.1,1354.7,1361.4,1375.2,1403.5,1414.7,1433.2,1438,1423.6,1424.4,1418,1399.5,1435.5,1421.25,1434.1,1412.4,1409.8,1412.2,1433.4,1418.4,1429,1428.8,1420.6,1441,1460.4,1441.7,1438.4,1431,1439.3,1427.4,1431.9,1439.5,1443.7,1425.6,1457.5,1451.2,1481.1,1486.7,1512.1,1515.9,1509.2,1522.3,1513,1526.6,1533.9,1523,1506.3,1518.4,1512.4,1508.8,1545.4,1537.3,1551.8,1549.4,1536.9,1535.25,1537.95,1535.2,1556,1561.4,1525.6,1516.4,1507,1493.9,1504.9,1506.5,1513.1,1506.5,1509.7,1502,1506.8,1521.5,1529.8,1539.8,1510.9,1511.8,1501.7,1478,1485.4,1505.6,1511.6,1518.6,1498.7,1510.9,1510.8,1498.3,1492,1497.7,1484.8,1494.2,1495.6,1495.6,1487.5,1491.1,1495.1,1506.4}; + double highs[] = {1284.75,1320.6,1327,1330.8,1326.8,1321.6,1326,1328,1325.8,1327.1,1326,1326,1323.5,1322.1,1282.7,1282.95,1315.8,1316.3,1314,1333.2,1334.7,1341.7,1353.2,1354.6,1352.2,1346.4,1345.7,1344.9,1340.7,1344.2,1342.7,1342.1,1345.2,1342,1350,1324.95,1330.75,1369.6,1374.3,1368.4,1359.8,1359,1357,1356,1353.4,1340.6,1322.3,1314.1,1316.1,1312.9,1325.7,1323.5,1326.3,1336,1332.1,1330.1,1330.4,1334.7,1341.1,1344.2,1338.8,1348.4,1345.6,1342.8,1334.7,1322.3,1319.3,1314.7,1316.6,1316.4,1315,1325.4,1328.3,1332.2,1329.2,1316.9,1312.3,1309.5,1299.6,1296.9,1277.9,1299.5,1296.2,1298.4,1302.5,1308.7,1306.4,1305.9,1307,1297.2,1301.7,1305,1305.3,1310.2,1307,1308,1319.8,1321.7,1318.7,1316.2,1305.9,1295.8,1293.8,1293.7,1304.2,1302,1285.15,1286.85,1304,1302,1305.2,1323,1344.1,1345.2,1360.1,1355.3,1363.8,1353,1344.7,1353.6,1358,1373.6,1358.2,1369.6,1377.6,1408.9,1425.5,1435.9,1453.7,1438,1426,1439.1,1418,1435,1452.6,1426.65,1437.5,1421.5,1414.1,1433.3,1441.3,1431.4,1433.9,1432.4,1440.8,1462.3,1467,1443.5,1444,1442.9,1447,1437.6,1440.8,1445.7,1447.8,1458.2,1461.9,1481.8,1486.8,1522.7,1521.3,1521.1,1531.5,1546.1,1534.9,1537.7,1538.6,1523.6,1518.8,1518.4,1514.6,1540.3,1565,1554.5,1556.6,1559.8,1541.9,1542.9,1540.05,1558.9,1566.2,1561.9,1536.2,1523.8,1509.1,1506.2,1532.2,1516.6,1519.7,1515,1519.5,1512.1,1524.5,1534.4,1543.3,1543.3,1542.8,1519.5,1507.2,1493.5,1511.4,1525.8,1522.2,1518.8,1515.3,1518,1522.3,1508,1501.5,1503,1495.5,1501.1,1497.9,1498.7,1492.1,1499.4,1506.9,1520.9}; + double lows[] = {1282.85,1315,1318.7,1309.6,1317.6,1312.9,1312.4,1319.1,1319,1321,1318.1,1321.3,1319.9,1312,1280.5,1276.15,1308,1309.9,1308.5,1312.3,1329.3,1333.1,1340.2,1347,1345.9,1338,1340.8,1335,1332,1337.9,1333,1336.8,1333.2,1329.9,1340.4,1323.85,1324.05,1349,1366.3,1351.2,1349.1,1352.4,1350.7,1344.3,1338.9,1316.3,1308.4,1306.9,1309.6,1306.7,1312.3,1315.4,1319,1327.2,1317.2,1320,1323,1328,1323,1327.8,1331.7,1335.3,1336.6,1331.8,1311.4,1310,1309.5,1308,1310.6,1302.8,1306.6,1313.7,1320,1322.8,1311,1312.1,1303.6,1293.9,1293.5,1291,1277.9,1294.1,1286,1289.1,1293.5,1296.9,1298,1299.6,1292.9,1285.1,1288.5,1296.3,1297.2,1298.4,1298.6,1302,1300.3,1312,1310.8,1301.9,1292,1291.1,1286.3,1289.2,1289.9,1297.4,1283.65,1283.25,1292.9,1295.9,1290.8,1304.2,1322.7,1336.1,1341,1343.5,1345.8,1340.3,1335.1,1341.5,1347.6,1352.8,1348.2,1353.7,1356.5,1373.3,1398,1414.7,1427,1416.4,1412.7,1420.1,1396.4,1398.8,1426.6,1412.85,1400.7,1406,1399.8,1404.4,1415.5,1417.2,1421.9,1415,1413.7,1428.1,1434,1435.7,1427.5,1429.4,1423.9,1425.6,1427.5,1434.8,1422.3,1412.1,1442.5,1448.8,1468.2,1484.3,1501.6,1506.2,1498.6,1488.9,1504.5,1518.3,1513.9,1503.3,1503,1506.5,1502.1,1503,1534.8,1535.3,1541.4,1528.6,1525.6,1535.25,1528.15,1528,1542.6,1514.3,1510.7,1505.5,1492.1,1492.9,1496.8,1493.1,1503.4,1500.9,1490.7,1496.3,1505.3,1505.3,1517.9,1507.4,1507.1,1493.3,1470.5,1465,1480.5,1501.7,1501.4,1493.3,1492.1,1505.1,1495.7,1478,1487.1,1480.8,1480.6,1487,1488.3,1484.8,1484,1490.7,1490.4,1503.1}; + double closes[] = {1283.35,1315.3,1326.1,1317.4,1321.5,1317.4,1323.5,1319.2,1321.3,1323.3,1319.7,1325.1,1323.6,1313.8,1282.05,1279.05,1314.2,1315.2,1310.8,1329.1,1334.5,1340.2,1340.5,1350,1347.1,1344.3,1344.6,1339.7,1339.4,1343.7,1337,1338.9,1340.1,1338.7,1346.8,1324.25,1329.55,1369.6,1372.5,1352.4,1357.6,1354.2,1353.4,1346,1341,1323.8,1311.9,1309.1,1312.2,1310.7,1324.3,1315.7,1322.4,1333.8,1319.4,1327.1,1325.8,1330.9,1325.8,1331.6,1336.5,1346.7,1339.2,1334.7,1313.3,1316.5,1312.4,1313.4,1313.3,1312.2,1313.7,1319.9,1326.3,1331.9,1311.3,1313.4,1309.4,1295.2,1294.7,1294.1,1277.9,1295.8,1291.2,1297.4,1297.7,1306.8,1299.4,1303.6,1302.2,1289.9,1299.2,1301.8,1303.6,1299.5,1303.2,1305.3,1319.5,1313.6,1315.1,1303.5,1293,1294.6,1290.4,1291.4,1302.7,1301,1284.15,1284.95,1294.3,1297.9,1304.1,1322.6,1339.3,1340.1,1344.9,1354,1357.4,1340.7,1342.7,1348.2,1355.1,1355.9,1354.2,1362.1,1360.1,1408.3,1411.2,1429.5,1430.1,1426.8,1423.4,1425.1,1400.8,1419.8,1432.9,1423.55,1412.1,1412.2,1412.8,1424.9,1419.3,1424.8,1426.1,1423.6,1435.9,1440.8,1439.4,1439.7,1434.5,1436.5,1427.5,1432.2,1433.3,1441.8,1437.8,1432.4,1457.5,1476.5,1484.2,1519.6,1509.5,1508.5,1517.2,1514.1,1527.8,1531.2,1523.6,1511.6,1515.7,1515.7,1508.5,1537.6,1537.2,1551.8,1549.1,1536.9,1529.4,1538.05,1535.15,1555.9,1560.4,1525.5,1515.5,1511.1,1499.2,1503.2,1507.4,1499.5,1511.5,1513.4,1515.8,1506.2,1515.1,1531.5,1540.2,1512.3,1515.2,1506.4,1472.9,1489,1507.9,1513.8,1512.9,1504.4,1503.9,1512.8,1500.9,1488.7,1497.6,1483.5,1494,1498.3,1494.1,1488.1,1487.5,1495.7,1504.7,1505.3}; + static bool tooltip = true; + ImGui::Checkbox("Show Tooltip", &tooltip); + ImGui::SameLine(); + static ImVec4 bullCol = ImVec4(0.000f, 1.000f, 0.441f, 1.000f); + static ImVec4 bearCol = ImVec4(0.853f, 0.050f, 0.310f, 1.000f); + ImGui::SameLine(); ImGui::ColorEdit4("##Bull", &bullCol.x, ImGuiColorEditFlags_NoInputs); + ImGui::SameLine(); ImGui::ColorEdit4("##Bear", &bearCol.x, ImGuiColorEditFlags_NoInputs); + ImPlot::GetStyle().UseLocalTime = false; + + if (ImPlot::BeginPlot("Candlestick Chart",ImVec2(-1,0))) { + ImPlot::SetupAxes(nullptr,nullptr,0,ImPlotAxisFlags_AutoFit|ImPlotAxisFlags_RangeFit); + ImPlot::SetupAxesLimits(1546300800, 1571961600, 1250, 1600); + ImPlot::SetupAxisScale(ImAxis_X1, ImPlotScale_Time); + ImPlot::SetupAxisLimitsConstraints(ImAxis_X1, 1546300800, 1571961600); + ImPlot::SetupAxisZoomConstraints(ImAxis_X1, 60*60*24*14, 1571961600-1546300800); + ImPlot::SetupAxisFormat(ImAxis_Y1, "$%.0f"); + MyImPlot::PlotCandlestick("GOOGL",dates, opens, closes, lows, highs, 218, tooltip, 0.25f, bullCol, bearCol); + ImPlot::EndPlot(); + } + } + +//----------------------------------------------------------------------------- +// DEMO WINDOW +//----------------------------------------------------------------------------- + +void DemoHeader(const char* label, void(*demo)()) { + if (ImGui::TreeNodeEx(label)) { + demo(); + ImGui::TreePop(); + } +} + +void ShowDemoWindow(bool* p_open) { + static bool show_implot_metrics = false; + static bool show_implot_style_editor = false; + static bool show_imgui_metrics = false; + static bool show_imgui_style_editor = false; + static bool show_imgui_demo = false; + + if (show_implot_metrics) { + ImPlot::ShowMetricsWindow(&show_implot_metrics); + } + if (show_implot_style_editor) { + ImGui::SetNextWindowSize(ImVec2(415,762), ImGuiCond_Appearing); + ImGui::Begin("Style Editor (ImPlot)", &show_implot_style_editor); + ImPlot::ShowStyleEditor(); + ImGui::End(); + } + if (show_imgui_style_editor) { + ImGui::Begin("Style Editor (ImGui)", &show_imgui_style_editor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + if (show_imgui_metrics) { + ImGui::ShowMetricsWindow(&show_imgui_metrics); + } + if (show_imgui_demo) { + ImGui::ShowDemoWindow(&show_imgui_demo); + } + ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(600, 750), ImGuiCond_FirstUseEver); + ImGui::Begin("ImPlot Demo", p_open, ImGuiWindowFlags_MenuBar); + if (ImGui::BeginMenuBar()) { + if (ImGui::BeginMenu("Tools")) { + ImGui::MenuItem("Metrics", nullptr, &show_implot_metrics); + ImGui::MenuItem("Style Editor", nullptr, &show_implot_style_editor); + ImGui::Separator(); + ImGui::MenuItem("ImGui Metrics", nullptr, &show_imgui_metrics); + ImGui::MenuItem("ImGui Style Editor", nullptr, &show_imgui_style_editor); + ImGui::MenuItem("ImGui Demo", nullptr, &show_imgui_demo); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + //------------------------------------------------------------------------- + ImGui::Text("ImPlot says hello. (%s)", IMPLOT_VERSION); + // display warning about 16-bit indices + static bool showWarning = sizeof(ImDrawIdx)*8 == 16 && (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) == false; + if (showWarning) { + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,0,1)); + ImGui::TextWrapped("WARNING: ImDrawIdx is 16-bit and ImGuiBackendFlags_RendererHasVtxOffset is false. Expect visual glitches and artifacts! See README for more information."); + ImGui::PopStyleColor(); + } + + ImGui::Spacing(); + + if (ImGui::BeginTabBar("ImPlotDemoTabs")) { + if (ImGui::BeginTabItem("Plots")) { + DemoHeader("Line Plots", Demo_LinePlots); + DemoHeader("Filled Line Plots", Demo_FilledLinePlots); + DemoHeader("Shaded Plots##", Demo_ShadedPlots); + DemoHeader("Scatter Plots", Demo_ScatterPlots); + DemoHeader("Realtime Plots", Demo_RealtimePlots); + DemoHeader("Stairstep Plots", Demo_StairstepPlots); + DemoHeader("Bar Plots", Demo_BarPlots); + DemoHeader("Bar Groups", Demo_BarGroups); + DemoHeader("Bar Stacks", Demo_BarStacks); + DemoHeader("Error Bars", Demo_ErrorBars); + DemoHeader("Stem Plots##", Demo_StemPlots); + DemoHeader("Infinite Lines", Demo_InfiniteLines); + DemoHeader("Pie Charts", Demo_PieCharts); + DemoHeader("Heatmaps", Demo_Heatmaps); + DemoHeader("Histogram", Demo_Histogram); + DemoHeader("Histogram 2D", Demo_Histogram2D); + DemoHeader("Digital Plots", Demo_DigitalPlots); + DemoHeader("Images", Demo_Images); + DemoHeader("Markers and Text", Demo_MarkersAndText); + DemoHeader("NaN Values", Demo_NaNValues); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Subplots")) { + DemoHeader("Sizing", Demo_SubplotsSizing); + DemoHeader("Item Sharing", Demo_SubplotItemSharing); + DemoHeader("Axis Linking", Demo_SubplotAxisLinking); + DemoHeader("Tables", Demo_Tables); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Axes")) { + DemoHeader("Log Scale", Demo_LogScale); + DemoHeader("Symmetric Log Scale", Demo_SymmetricLogScale); + DemoHeader("Time Scale", Demo_TimeScale); + DemoHeader("Custom Scale", Demo_CustomScale); + DemoHeader("Multiple Axes", Demo_MultipleAxes); + DemoHeader("Tick Labels", Demo_TickLabels); + DemoHeader("Linked Axes", Demo_LinkedAxes); + DemoHeader("Axis Constraints", Demo_AxisConstraints); + DemoHeader("Equal Axes", Demo_EqualAxes); + DemoHeader("Auto-Fitting Data", Demo_AutoFittingData); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Tools")) { + DemoHeader("Offset and Stride", Demo_OffsetAndStride); + DemoHeader("Drag Points", Demo_DragPoints); + DemoHeader("Drag Lines", Demo_DragLines); + DemoHeader("Drag Rects", Demo_DragRects); + DemoHeader("Querying", Demo_Querying); + DemoHeader("Annotations", Demo_Annotations); + DemoHeader("Tags", Demo_Tags); + DemoHeader("Drag and Drop", Demo_DragAndDrop); + DemoHeader("Legend Options", Demo_LegendOptions); + DemoHeader("Legend Popups", Demo_LegendPopups); + DemoHeader("Colormap Widgets", Demo_ColormapWidgets); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Custom")) { + DemoHeader("Custom Styles", Demo_CustomStyles); + DemoHeader("Custom Data and Getters", Demo_CustomDataAndGetters); + DemoHeader("Custom Rendering", Demo_CustomRendering); + DemoHeader("Custom Plotters and Tooltips", Demo_CustomPlottersAndTooltips); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Config")) { + Demo_Config(); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Help")) { + Demo_Help(); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::End(); +} + +} // namespace ImPlot + +namespace MyImPlot { + +ImPlotPoint SineWave(int idx, void* data) { + WaveData* wd = (WaveData*)data; + double x = idx * wd->X; + return ImPlotPoint(x, wd->Offset + wd->Amp * sin(2 * 3.14 * wd->Freq * x)); +} + +ImPlotPoint SawWave(int idx, void* data) { + WaveData* wd = (WaveData*)data; + double x = idx * wd->X; + return ImPlotPoint(x, wd->Offset + wd->Amp * (-2 / 3.14 * atan(cos(3.14 * wd->Freq * x) / sin(3.14 * wd->Freq * x)))); +} + +ImPlotPoint Spiral(int idx, void*) { + float r = 0.9f; // outer radius + float a = 0; // inner radius + float b = 0.05f; // increment per rev + float n = (r - a) / b; // number of revolutions + double th = 2 * n * 3.14; // angle + float Th = float(th * idx / (1000 - 1)); + return ImPlotPoint(0.5f+(a + b*Th / (2.0f * (float) 3.14))*cos(Th), + 0.5f + (a + b*Th / (2.0f * (float)3.14))*sin(Th)); +} + +void Sparkline(const char* id, const float* values, int count, float min_v, float max_v, int offset, const ImVec4& col, const ImVec2& size) { + ImPlot::PushStyleVar(ImPlotStyleVar_PlotPadding, ImVec2(0,0)); + if (ImPlot::BeginPlot(id,size,ImPlotFlags_CanvasOnly)) { + ImPlot::SetupAxes(nullptr,nullptr,ImPlotAxisFlags_NoDecorations,ImPlotAxisFlags_NoDecorations); + ImPlot::SetupAxesLimits(0, count - 1, min_v, max_v, ImGuiCond_Always); + ImPlot::SetNextLineStyle(col); + ImPlot::SetNextFillStyle(col, 0.25); + ImPlot::PlotLine(id, values, count, 1, 0, ImPlotLineFlags_Shaded, offset); + ImPlot::EndPlot(); + } + ImPlot::PopStyleVar(); +} + +void StyleSeaborn() { + + ImPlotStyle& style = ImPlot::GetStyle(); + + ImVec4* colors = style.Colors; + colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; + colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; + colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; + colors[ImPlotCol_ErrorBar] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_PlotBg] = ImVec4(0.92f, 0.92f, 0.95f, 1.00f); + colors[ImPlotCol_PlotBorder] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImPlotCol_LegendBg] = ImVec4(0.92f, 0.92f, 0.95f, 1.00f); + colors[ImPlotCol_LegendBorder] = ImVec4(0.80f, 0.81f, 0.85f, 1.00f); + colors[ImPlotCol_LegendText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_TitleText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_InlayText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_AxisText] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImPlotCol_AxisGrid] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImPlotCol_AxisBgHovered] = ImVec4(0.92f, 0.92f, 0.95f, 1.00f); + colors[ImPlotCol_AxisBgActive] = ImVec4(0.92f, 0.92f, 0.95f, 0.75f); + colors[ImPlotCol_Selection] = ImVec4(1.00f, 0.65f, 0.00f, 1.00f); + colors[ImPlotCol_Crosshairs] = ImVec4(0.23f, 0.10f, 0.64f, 0.50f); + + style.LineWeight = 1.5; + style.Marker = ImPlotMarker_None; + style.MarkerSize = 4; + style.MarkerWeight = 1; + style.FillAlpha = 1.0f; + style.ErrorBarSize = 5; + style.ErrorBarWeight = 1.5f; + style.DigitalBitHeight = 8; + style.DigitalBitGap = 4; + style.PlotBorderSize = 0; + style.MinorAlpha = 1.0f; + style.MajorTickLen = ImVec2(0,0); + style.MinorTickLen = ImVec2(0,0); + style.MajorTickSize = ImVec2(0,0); + style.MinorTickSize = ImVec2(0,0); + style.MajorGridSize = ImVec2(1.2f,1.2f); + style.MinorGridSize = ImVec2(1.2f,1.2f); + style.PlotPadding = ImVec2(12,12); + style.LabelPadding = ImVec2(5,5); + style.LegendPadding = ImVec2(5,5); + style.MousePosPadding = ImVec2(5,5); + style.PlotMinSize = ImVec2(300,225); +} + +} // namespaece MyImPlot + +// WARNING: +// +// You can use "implot_internal.h" to build custom plotting fuctions or extend ImPlot. +// However, note that forward compatibility of this file is not guaranteed and the +// internal API is subject to change. At some point we hope to bring more of this +// into the public API and expose the necessary building blocks to fully support +// custom plotters. For now, proceed at your own risk! + +#include "implot_internal.h" + +namespace MyImPlot { + +template +int BinarySearch(const T* arr, int l, int r, T x) { + if (r >= l) { + int mid = l + (r - l) / 2; + if (arr[mid] == x) + return mid; + if (arr[mid] > x) + return BinarySearch(arr, l, mid - 1, x); + return BinarySearch(arr, mid + 1, r, x); + } + return -1; +} + +void PlotCandlestick(const char* label_id, const double* xs, const double* opens, const double* closes, const double* lows, const double* highs, int count, bool tooltip, float width_percent, ImVec4 bullCol, ImVec4 bearCol) { + + // get ImGui window DrawList + ImDrawList* draw_list = ImPlot::GetPlotDrawList(); + // calc real value width + double half_width = count > 1 ? (xs[1] - xs[0]) * width_percent : width_percent; + + // custom tool + if (ImPlot::IsPlotHovered() && tooltip) { + ImPlotPoint mouse = ImPlot::GetPlotMousePos(); + mouse.x = ImPlot::RoundTime(ImPlotTime::FromDouble(mouse.x), ImPlotTimeUnit_Day).ToDouble(); + float tool_l = ImPlot::PlotToPixels(mouse.x - half_width * 1.5, mouse.y).x; + float tool_r = ImPlot::PlotToPixels(mouse.x + half_width * 1.5, mouse.y).x; + float tool_t = ImPlot::GetPlotPos().y; + float tool_b = tool_t + ImPlot::GetPlotSize().y; + ImPlot::PushPlotClipRect(); + draw_list->AddRectFilled(ImVec2(tool_l, tool_t), ImVec2(tool_r, tool_b), IM_COL32(128,128,128,64)); + ImPlot::PopPlotClipRect(); + // find mouse location index + int idx = BinarySearch(xs, 0, count - 1, mouse.x); + // render tool tip (won't be affected by plot clip rect) + if (idx != -1) { + ImGui::BeginTooltip(); + char buff[32]; + ImPlot::FormatDate(ImPlotTime::FromDouble(xs[idx]),buff,32,ImPlotDateFmt_DayMoYr,ImPlot::GetStyle().UseISO8601); + ImGui::Text("Day: %s", buff); + ImGui::Text("Open: $%.2f", opens[idx]); + ImGui::Text("Close: $%.2f", closes[idx]); + ImGui::Text("Low: $%.2f", lows[idx]); + ImGui::Text("High: $%.2f", highs[idx]); + ImGui::EndTooltip(); + } + } + + // begin plot item + if (ImPlot::BeginItem(label_id)) { + // override legend icon color + ImPlot::GetCurrentItem()->Color = IM_COL32(64,64,64,255); + // fit data if requested + if (ImPlot::FitThisFrame()) { + for (int i = 0; i < count; ++i) { + ImPlot::FitPoint(ImPlotPoint(xs[i], lows[i])); + ImPlot::FitPoint(ImPlotPoint(xs[i], highs[i])); + } + } + // render data + for (int i = 0; i < count; ++i) { + ImVec2 open_pos = ImPlot::PlotToPixels(xs[i] - half_width, opens[i]); + ImVec2 close_pos = ImPlot::PlotToPixels(xs[i] + half_width, closes[i]); + ImVec2 low_pos = ImPlot::PlotToPixels(xs[i], lows[i]); + ImVec2 high_pos = ImPlot::PlotToPixels(xs[i], highs[i]); + ImU32 color = ImGui::GetColorU32(opens[i] > closes[i] ? bearCol : bullCol); + draw_list->AddLine(low_pos, high_pos, color); + draw_list->AddRectFilled(open_pos, close_pos, color); + } + + // end plot item + ImPlot::EndItem(); + } +} + +} // namespace MyImplot diff --git a/lib/cimgui/cimplot/implot/implot_internal.h b/lib/cimgui/cimplot/implot/implot_internal.h new file mode 100644 index 0000000..42249f3 --- /dev/null +++ b/lib/cimgui/cimplot/implot/implot_internal.h @@ -0,0 +1,1687 @@ +// MIT License + +// Copyright (c) 2023 Evan Pezent + +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: + +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. + +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +// ImPlot v0.17 + +// You may use this file to debug, understand or extend ImPlot features but we +// don't provide any guarantee of forward compatibility! + +//----------------------------------------------------------------------------- +// [SECTION] Header Mess +//----------------------------------------------------------------------------- + +#pragma once + +#include +#include "imgui_internal.h" + +#ifndef IMPLOT_VERSION +#error Must include implot.h before implot_internal.h +#endif + + +// Support for pre-1.84 versions. ImPool's GetSize() -> GetBufSize() +#if (IMGUI_VERSION_NUM < 18303) +#define GetBufSize GetSize +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Constants +//----------------------------------------------------------------------------- + +// Constants can be changed unless stated otherwise. We may move some of these +// to ImPlotStyleVar_ over time. + +// Mimimum allowable timestamp value 01/01/1970 @ 12:00am (UTC) (DO NOT DECREASE THIS) +#define IMPLOT_MIN_TIME 0 +// Maximum allowable timestamp value 01/01/3000 @ 12:00am (UTC) (DO NOT INCREASE THIS) +#define IMPLOT_MAX_TIME 32503680000 +// Default label format for axis labels +#define IMPLOT_LABEL_FORMAT "%g" +// Max character size for tick labels +#define IMPLOT_LABEL_MAX_SIZE 32 + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +#define IMPLOT_NUM_X_AXES ImAxis_Y1 +#define IMPLOT_NUM_Y_AXES (ImAxis_COUNT - IMPLOT_NUM_X_AXES) + +// Split ImU32 color into RGB components [0 255] +#define IM_COL32_SPLIT_RGB(col,r,g,b) \ + ImU32 r = ((col >> IM_COL32_R_SHIFT) & 0xFF); \ + ImU32 g = ((col >> IM_COL32_G_SHIFT) & 0xFF); \ + ImU32 b = ((col >> IM_COL32_B_SHIFT) & 0xFF); + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//----------------------------------------------------------------------------- + +struct ImPlotTick; +struct ImPlotAxis; +struct ImPlotAxisColor; +struct ImPlotItem; +struct ImPlotLegend; +struct ImPlotPlot; +struct ImPlotNextPlotData; +struct ImPlotTicker; + +//----------------------------------------------------------------------------- +// [SECTION] Context Pointer +//----------------------------------------------------------------------------- + +#ifndef GImPlot +extern IMPLOT_API ImPlotContext* GImPlot; // Current implicit context pointer +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Generic Helpers +//----------------------------------------------------------------------------- + +// Computes the common (base-10) logarithm +static inline float ImLog10(float x) { return log10f(x); } +static inline double ImLog10(double x) { return log10(x); } +static inline float ImSinh(float x) { return sinhf(x); } +static inline double ImSinh(double x) { return sinh(x); } +static inline float ImAsinh(float x) { return asinhf(x); } +static inline double ImAsinh(double x) { return asinh(x); } +// Returns true if a flag is set +template +static inline bool ImHasFlag(TSet set, TFlag flag) { return (set & flag) == flag; } +// Flips a flag in a flagset +template +static inline void ImFlipFlag(TSet& set, TFlag flag) { ImHasFlag(set, flag) ? set &= ~flag : set |= flag; } +// Linearly remaps x from [x0 x1] to [y0 y1]. +template +static inline T ImRemap(T x, T x0, T x1, T y0, T y1) { return y0 + (x - x0) * (y1 - y0) / (x1 - x0); } +// Linear rempas x from [x0 x1] to [0 1] +template +static inline T ImRemap01(T x, T x0, T x1) { return (x - x0) / (x1 - x0); } +// Returns always positive modulo (assumes r != 0) +static inline int ImPosMod(int l, int r) { return (l % r + r) % r; } +// Returns true if val is NAN +static inline bool ImNan(double val) { return isnan(val); } +// Returns true if val is NAN or INFINITY +static inline bool ImNanOrInf(double val) { return !(val >= -DBL_MAX && val <= DBL_MAX) || ImNan(val); } +// Turns NANs to 0s +static inline double ImConstrainNan(double val) { return ImNan(val) ? 0 : val; } +// Turns infinity to floating point maximums +static inline double ImConstrainInf(double val) { return val >= DBL_MAX ? DBL_MAX : val <= -DBL_MAX ? - DBL_MAX : val; } +// Turns numbers less than or equal to 0 to 0.001 (sort of arbitrary, is there a better way?) +static inline double ImConstrainLog(double val) { return val <= 0 ? 0.001f : val; } +// Turns numbers less than 0 to zero +static inline double ImConstrainTime(double val) { return val < IMPLOT_MIN_TIME ? IMPLOT_MIN_TIME : (val > IMPLOT_MAX_TIME ? IMPLOT_MAX_TIME : val); } +// True if two numbers are approximately equal using units in the last place. +static inline bool ImAlmostEqual(double v1, double v2, int ulp = 2) { return ImAbs(v1-v2) < DBL_EPSILON * ImAbs(v1+v2) * ulp || ImAbs(v1-v2) < DBL_MIN; } +// Finds min value in an unsorted array +template +static inline T ImMinArray(const T* values, int count) { T m = values[0]; for (int i = 1; i < count; ++i) { if (values[i] < m) { m = values[i]; } } return m; } +// Finds the max value in an unsorted array +template +static inline T ImMaxArray(const T* values, int count) { T m = values[0]; for (int i = 1; i < count; ++i) { if (values[i] > m) { m = values[i]; } } return m; } +// Finds the min and max value in an unsorted array +template +static inline void ImMinMaxArray(const T* values, int count, T* min_out, T* max_out) { + T Min = values[0]; T Max = values[0]; + for (int i = 1; i < count; ++i) { + if (values[i] < Min) { Min = values[i]; } + if (values[i] > Max) { Max = values[i]; } + } + *min_out = Min; *max_out = Max; +} +// Finds the sim of an array +template +static inline T ImSum(const T* values, int count) { + T sum = 0; + for (int i = 0; i < count; ++i) + sum += values[i]; + return sum; +} +// Finds the mean of an array +template +static inline double ImMean(const T* values, int count) { + double den = 1.0 / count; + double mu = 0; + for (int i = 0; i < count; ++i) + mu += (double)values[i] * den; + return mu; +} +// Finds the sample standard deviation of an array +template +static inline double ImStdDev(const T* values, int count) { + double den = 1.0 / (count - 1.0); + double mu = ImMean(values, count); + double x = 0; + for (int i = 0; i < count; ++i) + x += ((double)values[i] - mu) * ((double)values[i] - mu) * den; + return sqrt(x); +} +// Mix color a and b by factor s in [0 256] +static inline ImU32 ImMixU32(ImU32 a, ImU32 b, ImU32 s) { +#ifdef IMPLOT_MIX64 + const ImU32 af = 256-s; + const ImU32 bf = s; + const ImU64 al = (a & 0x00ff00ff) | (((ImU64)(a & 0xff00ff00)) << 24); + const ImU64 bl = (b & 0x00ff00ff) | (((ImU64)(b & 0xff00ff00)) << 24); + const ImU64 mix = (al * af + bl * bf); + return ((mix >> 32) & 0xff00ff00) | ((mix & 0xff00ff00) >> 8); +#else + const ImU32 af = 256-s; + const ImU32 bf = s; + const ImU32 al = (a & 0x00ff00ff); + const ImU32 ah = (a & 0xff00ff00) >> 8; + const ImU32 bl = (b & 0x00ff00ff); + const ImU32 bh = (b & 0xff00ff00) >> 8; + const ImU32 ml = (al * af + bl * bf); + const ImU32 mh = (ah * af + bh * bf); + return (mh & 0xff00ff00) | ((ml & 0xff00ff00) >> 8); +#endif +} + +// Lerp across an array of 32-bit collors given t in [0.0 1.0] +static inline ImU32 ImLerpU32(const ImU32* colors, int size, float t) { + int i1 = (int)((size - 1 ) * t); + int i2 = i1 + 1; + if (i2 == size || size == 1) + return colors[i1]; + float den = 1.0f / (size - 1); + float t1 = i1 * den; + float t2 = i2 * den; + float tr = ImRemap01(t, t1, t2); + return ImMixU32(colors[i1], colors[i2], (ImU32)(tr*256)); +} + +// Set alpha channel of 32-bit color from float in range [0.0 1.0] +static inline ImU32 ImAlphaU32(ImU32 col, float alpha) { + return col & ~((ImU32)((1.0f-alpha)*255)< +static inline bool ImOverlaps(T min_a, T max_a, T min_b, T max_b) { + return min_a <= max_b && min_b <= max_a; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImPlot Enums +//----------------------------------------------------------------------------- + +typedef int ImPlotTimeUnit; // -> enum ImPlotTimeUnit_ +typedef int ImPlotDateFmt; // -> enum ImPlotDateFmt_ +typedef int ImPlotTimeFmt; // -> enum ImPlotTimeFmt_ + +enum ImPlotTimeUnit_ { + ImPlotTimeUnit_Us, // microsecond + ImPlotTimeUnit_Ms, // millisecond + ImPlotTimeUnit_S, // second + ImPlotTimeUnit_Min, // minute + ImPlotTimeUnit_Hr, // hour + ImPlotTimeUnit_Day, // day + ImPlotTimeUnit_Mo, // month + ImPlotTimeUnit_Yr, // year + ImPlotTimeUnit_COUNT +}; + +enum ImPlotDateFmt_ { // default [ ISO 8601 ] + ImPlotDateFmt_None = 0, + ImPlotDateFmt_DayMo, // 10/3 [ --10-03 ] + ImPlotDateFmt_DayMoYr, // 10/3/91 [ 1991-10-03 ] + ImPlotDateFmt_MoYr, // Oct 1991 [ 1991-10 ] + ImPlotDateFmt_Mo, // Oct [ --10 ] + ImPlotDateFmt_Yr // 1991 [ 1991 ] +}; + +enum ImPlotTimeFmt_ { // default [ 24 Hour Clock ] + ImPlotTimeFmt_None = 0, + ImPlotTimeFmt_Us, // .428 552 [ .428 552 ] + ImPlotTimeFmt_SUs, // :29.428 552 [ :29.428 552 ] + ImPlotTimeFmt_SMs, // :29.428 [ :29.428 ] + ImPlotTimeFmt_S, // :29 [ :29 ] + ImPlotTimeFmt_MinSMs, // 21:29.428 [ 21:29.428 ] + ImPlotTimeFmt_HrMinSMs, // 7:21:29.428pm [ 19:21:29.428 ] + ImPlotTimeFmt_HrMinS, // 7:21:29pm [ 19:21:29 ] + ImPlotTimeFmt_HrMin, // 7:21pm [ 19:21 ] + ImPlotTimeFmt_Hr // 7pm [ 19:00 ] +}; + +//----------------------------------------------------------------------------- +// [SECTION] Callbacks +//----------------------------------------------------------------------------- + +typedef void (*ImPlotLocator)(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data); + +//----------------------------------------------------------------------------- +// [SECTION] Structs +//----------------------------------------------------------------------------- + +// Combined date/time format spec +struct ImPlotDateTimeSpec { + ImPlotDateTimeSpec() {} + ImPlotDateTimeSpec(ImPlotDateFmt date_fmt, ImPlotTimeFmt time_fmt, bool use_24_hr_clk = false, bool use_iso_8601 = false) { + Date = date_fmt; + Time = time_fmt; + UseISO8601 = use_iso_8601; + Use24HourClock = use_24_hr_clk; + } + ImPlotDateFmt Date; + ImPlotTimeFmt Time; + bool UseISO8601; + bool Use24HourClock; +}; + +// Two part timestamp struct. +struct ImPlotTime { + time_t S; // second part + int Us; // microsecond part + ImPlotTime() { S = 0; Us = 0; } + ImPlotTime(time_t s, int us = 0) { S = s + us / 1000000; Us = us % 1000000; } + void RollOver() { S = S + Us / 1000000; Us = Us % 1000000; } + double ToDouble() const { return (double)S + (double)Us / 1000000.0; } + + static double ClampTime(double x) + { + static constexpr double maxTime = 1e18; + if (x > maxTime) + { + return maxTime; + } + if (x < -maxTime) + { + return -maxTime; + } + return x; + } + + static ImPlotTime FromDouble(double inDouble) { + double clampedTime = ClampTime(inDouble); + return ImPlotTime((time_t)clampedTime, (int)(clampedTime * 1000000 - floor(clampedTime) * 1000000)); + } +}; + +static inline ImPlotTime operator+(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return ImPlotTime(lhs.S + rhs.S, lhs.Us + rhs.Us); } +static inline ImPlotTime operator-(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return ImPlotTime(lhs.S - rhs.S, lhs.Us - rhs.Us); } +static inline bool operator==(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return lhs.S == rhs.S && lhs.Us == rhs.Us; } +static inline bool operator<(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return lhs.S == rhs.S ? lhs.Us < rhs.Us : lhs.S < rhs.S; } +static inline bool operator>(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return rhs < lhs; } +static inline bool operator<=(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return lhs < rhs || lhs == rhs; } +static inline bool operator>=(const ImPlotTime& lhs, const ImPlotTime& rhs) +{ return lhs > rhs || lhs == rhs; } + +// Colormap data storage +struct ImPlotColormapData { + ImVector Keys; + ImVector KeyCounts; + ImVector KeyOffsets; + ImVector Tables; + ImVector TableSizes; + ImVector TableOffsets; + ImGuiTextBuffer Text; + ImVector TextOffsets; + ImVector Quals; + ImGuiStorage Map; + int Count; + + ImPlotColormapData() { Count = 0; } + + int Append(const char* name, const ImU32* keys, int count, bool qual) { + if (GetIndex(name) != -1) + return -1; + KeyOffsets.push_back(Keys.size()); + KeyCounts.push_back(count); + Keys.reserve(Keys.size()+count); + for (int i = 0; i < count; ++i) + Keys.push_back(keys[i]); + TextOffsets.push_back(Text.size()); + Text.append(name, name + strlen(name) + 1); + Quals.push_back(qual); + ImGuiID id = ImHashStr(name); + int idx = Count++; + Map.SetInt(id,idx); + _AppendTable(idx); + return idx; + } + + void _AppendTable(ImPlotColormap cmap) { + int key_count = GetKeyCount(cmap); + const ImU32* keys = GetKeys(cmap); + int off = Tables.size(); + TableOffsets.push_back(off); + if (IsQual(cmap)) { + Tables.reserve(key_count); + for (int i = 0; i < key_count; ++i) + Tables.push_back(keys[i]); + TableSizes.push_back(key_count); + } + else { + int max_size = 255 * (key_count-1) + 1; + Tables.reserve(off + max_size); + // ImU32 last = keys[0]; + // Tables.push_back(last); + // int n = 1; + for (int i = 0; i < key_count-1; ++i) { + for (int s = 0; s < 255; ++s) { + ImU32 a = keys[i]; + ImU32 b = keys[i+1]; + ImU32 c = ImMixU32(a,b,s); + // if (c != last) { + Tables.push_back(c); + // last = c; + // n++; + // } + } + } + ImU32 c = keys[key_count-1]; + // if (c != last) { + Tables.push_back(c); + // n++; + // } + // TableSizes.push_back(n); + TableSizes.push_back(max_size); + } + } + + void RebuildTables() { + Tables.resize(0); + TableSizes.resize(0); + TableOffsets.resize(0); + for (int i = 0; i < Count; ++i) + _AppendTable(i); + } + + inline bool IsQual(ImPlotColormap cmap) const { return Quals[cmap]; } + inline const char* GetName(ImPlotColormap cmap) const { return cmap < Count ? Text.Buf.Data + TextOffsets[cmap] : nullptr; } + inline ImPlotColormap GetIndex(const char* name) const { ImGuiID key = ImHashStr(name); return Map.GetInt(key,-1); } + + inline const ImU32* GetKeys(ImPlotColormap cmap) const { return &Keys[KeyOffsets[cmap]]; } + inline int GetKeyCount(ImPlotColormap cmap) const { return KeyCounts[cmap]; } + inline ImU32 GetKeyColor(ImPlotColormap cmap, int idx) const { return Keys[KeyOffsets[cmap]+idx]; } + inline void SetKeyColor(ImPlotColormap cmap, int idx, ImU32 value) { Keys[KeyOffsets[cmap]+idx] = value; RebuildTables(); } + + inline const ImU32* GetTable(ImPlotColormap cmap) const { return &Tables[TableOffsets[cmap]]; } + inline int GetTableSize(ImPlotColormap cmap) const { return TableSizes[cmap]; } + inline ImU32 GetTableColor(ImPlotColormap cmap, int idx) const { return Tables[TableOffsets[cmap]+idx]; } + + inline ImU32 LerpTable(ImPlotColormap cmap, float t) const { + int off = TableOffsets[cmap]; + int siz = TableSizes[cmap]; + int idx = Quals[cmap] ? ImClamp((int)(siz*t),0,siz-1) : (int)((siz - 1) * t + 0.5f); + return Tables[off + idx]; + } +}; + +// ImPlotPoint with positive/negative error values +struct ImPlotPointError { + double X, Y, Neg, Pos; + ImPlotPointError(double x, double y, double neg, double pos) { + X = x; Y = y; Neg = neg; Pos = pos; + } +}; + +// Interior plot label/annotation +struct ImPlotAnnotation { + ImVec2 Pos; + ImVec2 Offset; + ImU32 ColorBg; + ImU32 ColorFg; + int TextOffset; + bool Clamp; + ImPlotAnnotation() { + ColorBg = ColorFg = 0; + TextOffset = 0; + Clamp = false; + } +}; + +// Collection of plot labels +struct ImPlotAnnotationCollection { + + ImVector Annotations; + ImGuiTextBuffer TextBuffer; + int Size; + + ImPlotAnnotationCollection() { Reset(); } + + void AppendV(const ImVec2& pos, const ImVec2& off, ImU32 bg, ImU32 fg, bool clamp, const char* fmt, va_list args) IM_FMTLIST(7) { + ImPlotAnnotation an; + an.Pos = pos; an.Offset = off; + an.ColorBg = bg; an.ColorFg = fg; + an.TextOffset = TextBuffer.size(); + an.Clamp = clamp; + Annotations.push_back(an); + TextBuffer.appendfv(fmt, args); + const char nul[] = ""; + TextBuffer.append(nul,nul+1); + Size++; + } + + void Append(const ImVec2& pos, const ImVec2& off, ImU32 bg, ImU32 fg, bool clamp, const char* fmt, ...) IM_FMTARGS(7) { + va_list args; + va_start(args, fmt); + AppendV(pos, off, bg, fg, clamp, fmt, args); + va_end(args); + } + + const char* GetText(int idx) { + return TextBuffer.Buf.Data + Annotations[idx].TextOffset; + } + + void Reset() { + Annotations.shrink(0); + TextBuffer.Buf.shrink(0); + Size = 0; + } +}; + +struct ImPlotTag { + ImAxis Axis; + double Value; + ImU32 ColorBg; + ImU32 ColorFg; + int TextOffset; +}; + +struct ImPlotTagCollection { + + ImVector Tags; + ImGuiTextBuffer TextBuffer; + int Size; + + ImPlotTagCollection() { Reset(); } + + void AppendV(ImAxis axis, double value, ImU32 bg, ImU32 fg, const char* fmt, va_list args) IM_FMTLIST(6) { + ImPlotTag tag; + tag.Axis = axis; + tag.Value = value; + tag.ColorBg = bg; + tag.ColorFg = fg; + tag.TextOffset = TextBuffer.size(); + Tags.push_back(tag); + TextBuffer.appendfv(fmt, args); + const char nul[] = ""; + TextBuffer.append(nul,nul+1); + Size++; + } + + void Append(ImAxis axis, double value, ImU32 bg, ImU32 fg, const char* fmt, ...) IM_FMTARGS(6) { + va_list args; + va_start(args, fmt); + AppendV(axis, value, bg, fg, fmt, args); + va_end(args); + } + + const char* GetText(int idx) { + return TextBuffer.Buf.Data + Tags[idx].TextOffset; + } + + void Reset() { + Tags.shrink(0); + TextBuffer.Buf.shrink(0); + Size = 0; + } +}; + +// Tick mark info +struct ImPlotTick +{ + double PlotPos; + float PixelPos; + ImVec2 LabelSize; + int TextOffset; + bool Major; + bool ShowLabel; + int Level; + int Idx; + + ImPlotTick(double value, bool major, int level, bool show_label) { + PixelPos = 0; + PlotPos = value; + Major = major; + ShowLabel = show_label; + Level = level; + TextOffset = -1; + } +}; + +// Collection of ticks +struct ImPlotTicker { + ImVector Ticks; + ImGuiTextBuffer TextBuffer; + ImVec2 MaxSize; + ImVec2 LateSize; + int Levels; + + ImPlotTicker() { + Reset(); + } + + ImPlotTick& AddTick(double value, bool major, int level, bool show_label, const char* label) { + ImPlotTick tick(value, major, level, show_label); + if (show_label && label != nullptr) { + tick.TextOffset = TextBuffer.size(); + TextBuffer.append(label, label + strlen(label) + 1); + tick.LabelSize = ImGui::CalcTextSize(TextBuffer.Buf.Data + tick.TextOffset); + } + return AddTick(tick); + } + + ImPlotTick& AddTick(double value, bool major, int level, bool show_label, ImPlotFormatter formatter, void* data) { + ImPlotTick tick(value, major, level, show_label); + if (show_label && formatter != nullptr) { + char buff[IMPLOT_LABEL_MAX_SIZE]; + tick.TextOffset = TextBuffer.size(); + formatter(tick.PlotPos, buff, sizeof(buff), data); + TextBuffer.append(buff, buff + strlen(buff) + 1); + tick.LabelSize = ImGui::CalcTextSize(TextBuffer.Buf.Data + tick.TextOffset); + } + return AddTick(tick); + } + + inline ImPlotTick& AddTick(ImPlotTick tick) { + if (tick.ShowLabel) { + MaxSize.x = tick.LabelSize.x > MaxSize.x ? tick.LabelSize.x : MaxSize.x; + MaxSize.y = tick.LabelSize.y > MaxSize.y ? tick.LabelSize.y : MaxSize.y; + } + tick.Idx = Ticks.size(); + Ticks.push_back(tick); + return Ticks.back(); + } + + const char* GetText(int idx) const { + return TextBuffer.Buf.Data + Ticks[idx].TextOffset; + } + + const char* GetText(const ImPlotTick& tick) { + return GetText(tick.Idx); + } + + void OverrideSizeLate(const ImVec2& size) { + LateSize.x = size.x > LateSize.x ? size.x : LateSize.x; + LateSize.y = size.y > LateSize.y ? size.y : LateSize.y; + } + + void Reset() { + Ticks.shrink(0); + TextBuffer.Buf.shrink(0); + MaxSize = LateSize; + LateSize = ImVec2(0,0); + Levels = 1; + } + + int TickCount() const { + return Ticks.Size; + } +}; + +// Axis state information that must persist after EndPlot +struct ImPlotAxis +{ + ImGuiID ID; + ImPlotAxisFlags Flags; + ImPlotAxisFlags PreviousFlags; + ImPlotRange Range; + ImPlotCond RangeCond; + ImPlotScale Scale; + ImPlotRange FitExtents; + ImPlotAxis* OrthoAxis; + ImPlotRange ConstraintRange; + ImPlotRange ConstraintZoom; + + ImPlotTicker Ticker; + ImPlotFormatter Formatter; + void* FormatterData; + char FormatSpec[16]; + ImPlotLocator Locator; + + double* LinkedMin; + double* LinkedMax; + + int PickerLevel; + ImPlotTime PickerTimeMin, PickerTimeMax; + + ImPlotTransform TransformForward; + ImPlotTransform TransformInverse; + void* TransformData; + float PixelMin, PixelMax; + double ScaleMin, ScaleMax; + double ScaleToPixel; + float Datum1, Datum2; + + ImRect HoverRect; + int LabelOffset; + ImU32 ColorMaj, ColorMin, ColorTick, ColorTxt, ColorBg, ColorHov, ColorAct, ColorHiLi; + + bool Enabled; + bool Vertical; + bool FitThisFrame; + bool HasRange; + bool HasFormatSpec; + bool ShowDefaultTicks; + bool Hovered; + bool Held; + + ImPlotAxis() { + ID = 0; + Flags = PreviousFlags = ImPlotAxisFlags_None; + Range.Min = 0; + Range.Max = 1; + Scale = ImPlotScale_Linear; + TransformForward = TransformInverse = nullptr; + TransformData = nullptr; + FitExtents.Min = HUGE_VAL; + FitExtents.Max = -HUGE_VAL; + OrthoAxis = nullptr; + ConstraintRange = ImPlotRange(-INFINITY,INFINITY); + ConstraintZoom = ImPlotRange(DBL_MIN,INFINITY); + LinkedMin = LinkedMax = nullptr; + PickerLevel = 0; + Datum1 = Datum2 = 0; + PixelMin = PixelMax = 0; + LabelOffset = -1; + ColorMaj = ColorMin = ColorTick = ColorTxt = ColorBg = ColorHov = ColorAct = 0; + ColorHiLi = IM_COL32_BLACK_TRANS; + Formatter = nullptr; + FormatterData = nullptr; + Locator = nullptr; + Enabled = Hovered = Held = FitThisFrame = HasRange = HasFormatSpec = false; + ShowDefaultTicks = true; + } + + inline void Reset() { + Enabled = false; + Scale = ImPlotScale_Linear; + TransformForward = TransformInverse = nullptr; + TransformData = nullptr; + LabelOffset = -1; + HasFormatSpec = false; + Formatter = nullptr; + FormatterData = nullptr; + Locator = nullptr; + ShowDefaultTicks = true; + FitThisFrame = false; + FitExtents.Min = HUGE_VAL; + FitExtents.Max = -HUGE_VAL; + OrthoAxis = nullptr; + ConstraintRange = ImPlotRange(-INFINITY,INFINITY); + ConstraintZoom = ImPlotRange(DBL_MIN,INFINITY); + Ticker.Reset(); + } + + inline bool SetMin(double _min, bool force=false) { + if (!force && IsLockedMin()) + return false; + _min = ImConstrainNan(ImConstrainInf(_min)); + if (_min < ConstraintRange.Min) + _min = ConstraintRange.Min; + double z = Range.Max - _min; + if (z < ConstraintZoom.Min) + _min = Range.Max - ConstraintZoom.Min; + if (z > ConstraintZoom.Max) + _min = Range.Max - ConstraintZoom.Max; + if (_min >= Range.Max) + return false; + Range.Min = _min; + PickerTimeMin = ImPlotTime::FromDouble(Range.Min); + UpdateTransformCache(); + return true; + }; + + inline bool SetMax(double _max, bool force=false) { + if (!force && IsLockedMax()) + return false; + _max = ImConstrainNan(ImConstrainInf(_max)); + if (_max > ConstraintRange.Max) + _max = ConstraintRange.Max; + double z = _max - Range.Min; + if (z < ConstraintZoom.Min) + _max = Range.Min + ConstraintZoom.Min; + if (z > ConstraintZoom.Max) + _max = Range.Min + ConstraintZoom.Max; + if (_max <= Range.Min) + return false; + Range.Max = _max; + PickerTimeMax = ImPlotTime::FromDouble(Range.Max); + UpdateTransformCache(); + return true; + }; + + inline void SetRange(double v1, double v2) { + Range.Min = ImMin(v1,v2); + Range.Max = ImMax(v1,v2); + Constrain(); + PickerTimeMin = ImPlotTime::FromDouble(Range.Min); + PickerTimeMax = ImPlotTime::FromDouble(Range.Max); + UpdateTransformCache(); + } + + inline void SetRange(const ImPlotRange& range) { + SetRange(range.Min, range.Max); + } + + inline void SetAspect(double unit_per_pix) { + double new_size = unit_per_pix * PixelSize(); + double delta = (new_size - Range.Size()) * 0.5; + if (IsLocked()) + return; + else if (IsLockedMin() && !IsLockedMax()) + SetRange(Range.Min, Range.Max + 2*delta); + else if (!IsLockedMin() && IsLockedMax()) + SetRange(Range.Min - 2*delta, Range.Max); + else + SetRange(Range.Min - delta, Range.Max + delta); + } + + inline float PixelSize() const { return ImAbs(PixelMax - PixelMin); } + + inline double GetAspect() const { return Range.Size() / PixelSize(); } + + inline void Constrain() { + Range.Min = ImConstrainNan(ImConstrainInf(Range.Min)); + Range.Max = ImConstrainNan(ImConstrainInf(Range.Max)); + if (Range.Min < ConstraintRange.Min) + Range.Min = ConstraintRange.Min; + if (Range.Max > ConstraintRange.Max) + Range.Max = ConstraintRange.Max; + double z = Range.Size(); + if (z < ConstraintZoom.Min) { + double delta = (ConstraintZoom.Min - z) * 0.5; + Range.Min -= delta; + Range.Max += delta; + } + if (z > ConstraintZoom.Max) { + double delta = (z - ConstraintZoom.Max) * 0.5; + Range.Min += delta; + Range.Max -= delta; + } + if (Range.Max <= Range.Min) + Range.Max = Range.Min + DBL_EPSILON; + } + + inline void UpdateTransformCache() { + ScaleToPixel = (PixelMax - PixelMin) / Range.Size(); + if (TransformForward != nullptr) { + ScaleMin = TransformForward(Range.Min, TransformData); + ScaleMax = TransformForward(Range.Max, TransformData); + } + else { + ScaleMin = Range.Min; + ScaleMax = Range.Max; + } + } + + inline float PlotToPixels(double plt) const { + if (TransformForward != nullptr) { + double s = TransformForward(plt, TransformData); + double t = (s - ScaleMin) / (ScaleMax - ScaleMin); + plt = Range.Min + Range.Size() * t; + } + return (float)(PixelMin + ScaleToPixel * (plt - Range.Min)); + } + + + inline double PixelsToPlot(float pix) const { + double plt = (pix - PixelMin) / ScaleToPixel + Range.Min; + if (TransformInverse != nullptr) { + double t = (plt - Range.Min) / Range.Size(); + double s = t * (ScaleMax - ScaleMin) + ScaleMin; + plt = TransformInverse(s, TransformData); + } + return plt; + } + + inline void ExtendFit(double v) { + if (!ImNanOrInf(v) && v >= ConstraintRange.Min && v <= ConstraintRange.Max) { + FitExtents.Min = v < FitExtents.Min ? v : FitExtents.Min; + FitExtents.Max = v > FitExtents.Max ? v : FitExtents.Max; + } + } + + inline void ExtendFitWith(ImPlotAxis& alt, double v, double v_alt) { + if (ImHasFlag(Flags, ImPlotAxisFlags_RangeFit) && !alt.Range.Contains(v_alt)) + return; + if (!ImNanOrInf(v) && v >= ConstraintRange.Min && v <= ConstraintRange.Max) { + FitExtents.Min = v < FitExtents.Min ? v : FitExtents.Min; + FitExtents.Max = v > FitExtents.Max ? v : FitExtents.Max; + } + } + + inline void ApplyFit(float padding) { + const double ext_size = FitExtents.Size() * 0.5; + FitExtents.Min -= ext_size * padding; + FitExtents.Max += ext_size * padding; + if (!IsLockedMin() && !ImNanOrInf(FitExtents.Min)) + Range.Min = FitExtents.Min; + if (!IsLockedMax() && !ImNanOrInf(FitExtents.Max)) + Range.Max = FitExtents.Max; + if (ImAlmostEqual(Range.Min, Range.Max)) { + Range.Max += 0.5; + Range.Min -= 0.5; + } + Constrain(); + UpdateTransformCache(); + } + + inline bool HasLabel() const { return LabelOffset != -1 && !ImHasFlag(Flags, ImPlotAxisFlags_NoLabel); } + inline bool HasGridLines() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoGridLines); } + inline bool HasTickLabels() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoTickLabels); } + inline bool HasTickMarks() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoTickMarks); } + inline bool WillRender() const { return Enabled && (HasGridLines() || HasTickLabels() || HasTickMarks()); } + inline bool IsOpposite() const { return ImHasFlag(Flags, ImPlotAxisFlags_Opposite); } + inline bool IsInverted() const { return ImHasFlag(Flags, ImPlotAxisFlags_Invert); } + inline bool IsForeground() const { return ImHasFlag(Flags, ImPlotAxisFlags_Foreground); } + inline bool IsAutoFitting() const { return ImHasFlag(Flags, ImPlotAxisFlags_AutoFit); } + inline bool CanInitFit() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoInitialFit) && !HasRange && !LinkedMin && !LinkedMax; } + inline bool IsRangeLocked() const { return HasRange && RangeCond == ImPlotCond_Always; } + inline bool IsLockedMin() const { return !Enabled || IsRangeLocked() || ImHasFlag(Flags, ImPlotAxisFlags_LockMin); } + inline bool IsLockedMax() const { return !Enabled || IsRangeLocked() || ImHasFlag(Flags, ImPlotAxisFlags_LockMax); } + inline bool IsLocked() const { return IsLockedMin() && IsLockedMax(); } + inline bool IsInputLockedMin() const { return IsLockedMin() || IsAutoFitting(); } + inline bool IsInputLockedMax() const { return IsLockedMax() || IsAutoFitting(); } + inline bool IsInputLocked() const { return IsLocked() || IsAutoFitting(); } + inline bool HasMenus() const { return !ImHasFlag(Flags, ImPlotAxisFlags_NoMenus); } + + inline bool IsPanLocked(bool increasing) { + if (ImHasFlag(Flags, ImPlotAxisFlags_PanStretch)) { + return IsInputLocked(); + } + else { + if (IsLockedMin() || IsLockedMax() || IsAutoFitting()) + return false; + if (increasing) + return Range.Max == ConstraintRange.Max; + else + return Range.Min == ConstraintRange.Min; + } + } + + void PushLinks() { + if (LinkedMin) { *LinkedMin = Range.Min; } + if (LinkedMax) { *LinkedMax = Range.Max; } + } + + void PullLinks() { + if (LinkedMin && LinkedMax) { SetRange(*LinkedMin, *LinkedMax); } + else if (LinkedMin) { SetMin(*LinkedMin,true); } + else if (LinkedMax) { SetMax(*LinkedMax,true); } + } +}; + +// Align plots group data +struct ImPlotAlignmentData { + bool Vertical; + float PadA; + float PadB; + float PadAMax; + float PadBMax; + ImPlotAlignmentData() { + Vertical = true; + PadA = PadB = PadAMax = PadBMax = 0; + } + void Begin() { PadAMax = PadBMax = 0; } + void Update(float& pad_a, float& pad_b, float& delta_a, float& delta_b) { + float bak_a = pad_a; float bak_b = pad_b; + if (PadAMax < pad_a) { PadAMax = pad_a; } + if (PadBMax < pad_b) { PadBMax = pad_b; } + if (pad_a < PadA) { pad_a = PadA; delta_a = pad_a - bak_a; } else { delta_a = 0; } + if (pad_b < PadB) { pad_b = PadB; delta_b = pad_b - bak_b; } else { delta_b = 0; } + } + void End() { PadA = PadAMax; PadB = PadBMax; } + void Reset() { PadA = PadB = PadAMax = PadBMax = 0; } +}; + +// State information for Plot items +struct ImPlotItem +{ + ImGuiID ID; + ImU32 Color; + ImRect LegendHoverRect; + int NameOffset; + bool Show; + bool LegendHovered; + bool SeenThisFrame; + + ImPlotItem() { + ID = 0; + Color = IM_COL32_WHITE; + NameOffset = -1; + Show = true; + SeenThisFrame = false; + LegendHovered = false; + } + + ~ImPlotItem() { ID = 0; } +}; + +// Holds Legend state +struct ImPlotLegend +{ + ImPlotLegendFlags Flags; + ImPlotLegendFlags PreviousFlags; + ImPlotLocation Location; + ImPlotLocation PreviousLocation; + ImVec2 Scroll; + ImVector Indices; + ImGuiTextBuffer Labels; + ImRect Rect; + ImRect RectClamped; + bool Hovered; + bool Held; + bool CanGoInside; + + ImPlotLegend() { + Flags = PreviousFlags = ImPlotLegendFlags_None; + CanGoInside = true; + Hovered = Held = false; + Location = PreviousLocation = ImPlotLocation_NorthWest; + Scroll = ImVec2(0,0); + } + + void Reset() { Indices.shrink(0); Labels.Buf.shrink(0); } +}; + +// Holds Items and Legend data +struct ImPlotItemGroup +{ + ImGuiID ID; + ImPlotLegend Legend; + ImPool ItemPool; + int ColormapIdx; + + ImPlotItemGroup() { ID = 0; ColormapIdx = 0; } + + int GetItemCount() const { return ItemPool.GetBufSize(); } + ImGuiID GetItemID(const char* label_id) { return ImGui::GetID(label_id); /* GetIDWithSeed */ } + ImPlotItem* GetItem(ImGuiID id) { return ItemPool.GetByKey(id); } + ImPlotItem* GetItem(const char* label_id) { return GetItem(GetItemID(label_id)); } + ImPlotItem* GetOrAddItem(ImGuiID id) { return ItemPool.GetOrAddByKey(id); } + ImPlotItem* GetItemByIndex(int i) { return ItemPool.GetByIndex(i); } + int GetItemIndex(ImPlotItem* item) { return ItemPool.GetIndex(item); } + int GetLegendCount() const { return Legend.Indices.size(); } + ImPlotItem* GetLegendItem(int i) { return ItemPool.GetByIndex(Legend.Indices[i]); } + const char* GetLegendLabel(int i) { return Legend.Labels.Buf.Data + GetLegendItem(i)->NameOffset; } + void Reset() { ItemPool.Clear(); Legend.Reset(); ColormapIdx = 0; } +}; + +// Holds Plot state information that must persist after EndPlot +struct ImPlotPlot +{ + ImGuiID ID; + ImPlotFlags Flags; + ImPlotFlags PreviousFlags; + ImPlotLocation MouseTextLocation; + ImPlotMouseTextFlags MouseTextFlags; + ImPlotAxis Axes[ImAxis_COUNT]; + ImGuiTextBuffer TextBuffer; + ImPlotItemGroup Items; + ImAxis CurrentX; + ImAxis CurrentY; + ImRect FrameRect; + ImRect CanvasRect; + ImRect PlotRect; + ImRect AxesRect; + ImRect SelectRect; + ImVec2 SelectStart; + int TitleOffset; + bool JustCreated; + bool Initialized; + bool SetupLocked; + bool FitThisFrame; + bool Hovered; + bool Held; + bool Selecting; + bool Selected; + bool ContextLocked; + + ImPlotPlot() { + Flags = PreviousFlags = ImPlotFlags_None; + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) + XAxis(i).Vertical = false; + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) + YAxis(i).Vertical = true; + SelectStart = ImVec2(0,0); + CurrentX = ImAxis_X1; + CurrentY = ImAxis_Y1; + MouseTextLocation = ImPlotLocation_South | ImPlotLocation_East; + MouseTextFlags = ImPlotMouseTextFlags_None; + TitleOffset = -1; + JustCreated = true; + Initialized = SetupLocked = FitThisFrame = false; + Hovered = Held = Selected = Selecting = ContextLocked = false; + } + + inline bool IsInputLocked() const { + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) { + if (!XAxis(i).IsInputLocked()) + return false; + } + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) { + if (!YAxis(i).IsInputLocked()) + return false; + } + return true; + } + + inline void ClearTextBuffer() { TextBuffer.Buf.shrink(0); } + + inline void SetTitle(const char* title) { + if (title && ImGui::FindRenderedTextEnd(title, nullptr) != title) { + TitleOffset = TextBuffer.size(); + TextBuffer.append(title, title + strlen(title) + 1); + } + else { + TitleOffset = -1; + } + } + inline bool HasTitle() const { return TitleOffset != -1 && !ImHasFlag(Flags, ImPlotFlags_NoTitle); } + inline const char* GetTitle() const { return TextBuffer.Buf.Data + TitleOffset; } + + inline ImPlotAxis& XAxis(int i) { return Axes[ImAxis_X1 + i]; } + inline const ImPlotAxis& XAxis(int i) const { return Axes[ImAxis_X1 + i]; } + inline ImPlotAxis& YAxis(int i) { return Axes[ImAxis_Y1 + i]; } + inline const ImPlotAxis& YAxis(int i) const { return Axes[ImAxis_Y1 + i]; } + + inline int EnabledAxesX() { + int cnt = 0; + for (int i = 0; i < IMPLOT_NUM_X_AXES; ++i) + cnt += XAxis(i).Enabled; + return cnt; + } + + inline int EnabledAxesY() { + int cnt = 0; + for (int i = 0; i < IMPLOT_NUM_Y_AXES; ++i) + cnt += YAxis(i).Enabled; + return cnt; + } + + inline void SetAxisLabel(ImPlotAxis& axis, const char* label) { + if (label && ImGui::FindRenderedTextEnd(label, nullptr) != label) { + axis.LabelOffset = TextBuffer.size(); + TextBuffer.append(label, label + strlen(label) + 1); + } + else { + axis.LabelOffset = -1; + } + } + + inline const char* GetAxisLabel(const ImPlotAxis& axis) const { return TextBuffer.Buf.Data + axis.LabelOffset; } +}; + +// Holds subplot data that must persist after EndSubplot +struct ImPlotSubplot { + ImGuiID ID; + ImPlotSubplotFlags Flags; + ImPlotSubplotFlags PreviousFlags; + ImPlotItemGroup Items; + int Rows; + int Cols; + int CurrentIdx; + ImRect FrameRect; + ImRect GridRect; + ImVec2 CellSize; + ImVector RowAlignmentData; + ImVector ColAlignmentData; + ImVector RowRatios; + ImVector ColRatios; + ImVector RowLinkData; + ImVector ColLinkData; + float TempSizes[2]; + bool FrameHovered; + bool HasTitle; + + ImPlotSubplot() { + ID = 0; + Flags = PreviousFlags = ImPlotSubplotFlags_None; + Rows = Cols = CurrentIdx = 0; + Items.Legend.Location = ImPlotLocation_North; + Items.Legend.Flags = ImPlotLegendFlags_Horizontal|ImPlotLegendFlags_Outside; + Items.Legend.CanGoInside = false; + TempSizes[0] = TempSizes[1] = 0; + FrameHovered = false; + HasTitle = false; + } +}; + +// Temporary data storage for upcoming plot +struct ImPlotNextPlotData +{ + ImPlotCond RangeCond[ImAxis_COUNT]; + ImPlotRange Range[ImAxis_COUNT]; + bool HasRange[ImAxis_COUNT]; + bool Fit[ImAxis_COUNT]; + double* LinkedMin[ImAxis_COUNT]; + double* LinkedMax[ImAxis_COUNT]; + + ImPlotNextPlotData() { Reset(); } + + void Reset() { + for (int i = 0; i < ImAxis_COUNT; ++i) { + HasRange[i] = false; + Fit[i] = false; + LinkedMin[i] = LinkedMax[i] = nullptr; + } + } + +}; + +// Temporary data storage for upcoming item +struct ImPlotNextItemData { + ImVec4 Colors[5]; // ImPlotCol_Line, ImPlotCol_Fill, ImPlotCol_MarkerOutline, ImPlotCol_MarkerFill, ImPlotCol_ErrorBar + float LineWeight; + ImPlotMarker Marker; + float MarkerSize; + float MarkerWeight; + float FillAlpha; + float ErrorBarSize; + float ErrorBarWeight; + float DigitalBitHeight; + float DigitalBitGap; + bool RenderLine; + bool RenderFill; + bool RenderMarkerLine; + bool RenderMarkerFill; + bool HasHidden; + bool Hidden; + ImPlotCond HiddenCond; + ImPlotNextItemData() { Reset(); } + void Reset() { + for (int i = 0; i < 5; ++i) + Colors[i] = IMPLOT_AUTO_COL; + LineWeight = MarkerSize = MarkerWeight = FillAlpha = ErrorBarSize = ErrorBarWeight = DigitalBitHeight = DigitalBitGap = IMPLOT_AUTO; + Marker = IMPLOT_AUTO; + HasHidden = Hidden = false; + } +}; + +// Holds state information that must persist between calls to BeginPlot()/EndPlot() +struct ImPlotContext { + // Plot States + ImPool Plots; + ImPool Subplots; + ImPlotPlot* CurrentPlot; + ImPlotSubplot* CurrentSubplot; + ImPlotItemGroup* CurrentItems; + ImPlotItem* CurrentItem; + ImPlotItem* PreviousItem; + + // Tick Marks and Labels + ImPlotTicker CTicker; + + // Annotation and Tabs + ImPlotAnnotationCollection Annotations; + ImPlotTagCollection Tags; + + // Style and Colormaps + ImPlotStyle Style; + ImVector ColorModifiers; + ImVector StyleModifiers; + ImPlotColormapData ColormapData; + ImVector ColormapModifiers; + + // Time + tm Tm; + + // Temp data for general use + ImVector TempDouble1, TempDouble2; + ImVector TempInt1; + + // Misc + int DigitalPlotItemCnt; + int DigitalPlotOffset; + ImPlotNextPlotData NextPlotData; + ImPlotNextItemData NextItemData; + ImPlotInputMap InputMap; + bool OpenContextThisFrame; + ImGuiTextBuffer MousePosStringBuilder; + ImPlotItemGroup* SortItems; + + // Align plots + ImPool AlignmentData; + ImPlotAlignmentData* CurrentAlignmentH; + ImPlotAlignmentData* CurrentAlignmentV; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImPlot { + +//----------------------------------------------------------------------------- +// [SECTION] Context Utils +//----------------------------------------------------------------------------- + +// Initializes an ImPlotContext +IMPLOT_API void Initialize(ImPlotContext* ctx); +// Resets an ImPlot context for the next call to BeginPlot +IMPLOT_API void ResetCtxForNextPlot(ImPlotContext* ctx); +// Resets an ImPlot context for the next call to BeginAlignedPlots +IMPLOT_API void ResetCtxForNextAlignedPlots(ImPlotContext* ctx); +// Resets an ImPlot context for the next call to BeginSubplot +IMPLOT_API void ResetCtxForNextSubplot(ImPlotContext* ctx); + +//----------------------------------------------------------------------------- +// [SECTION] Plot Utils +//----------------------------------------------------------------------------- + +// Gets a plot from the current ImPlotContext +IMPLOT_API ImPlotPlot* GetPlot(const char* title); +// Gets the current plot from the current ImPlotContext +IMPLOT_API ImPlotPlot* GetCurrentPlot(); +// Busts the cache for every plot in the current context +IMPLOT_API void BustPlotCache(); + +// Shows a plot's context menu. +IMPLOT_API void ShowPlotContextMenu(ImPlotPlot& plot); + +//----------------------------------------------------------------------------- +// [SECTION] Setup Utils +//----------------------------------------------------------------------------- + +// Lock Setup and call SetupFinish if necessary. +static inline void SetupLock() { + ImPlotContext& gp = *GImPlot; + if (!gp.CurrentPlot->SetupLocked) + SetupFinish(); + gp.CurrentPlot->SetupLocked = true; +} + +//----------------------------------------------------------------------------- +// [SECTION] Subplot Utils +//----------------------------------------------------------------------------- + +// Advances to next subplot +IMPLOT_API void SubplotNextCell(); + +// Shows a subplot's context menu. +IMPLOT_API void ShowSubplotsContextMenu(ImPlotSubplot& subplot); + +//----------------------------------------------------------------------------- +// [SECTION] Item Utils +//----------------------------------------------------------------------------- + +// Begins a new item. Returns false if the item should not be plotted. Pushes PlotClipRect. +IMPLOT_API bool BeginItem(const char* label_id, ImPlotItemFlags flags=0, ImPlotCol recolor_from=IMPLOT_AUTO); + +// Same as above but with fitting functionality. +template +bool BeginItemEx(const char* label_id, const _Fitter& fitter, ImPlotItemFlags flags=0, ImPlotCol recolor_from=IMPLOT_AUTO) { + if (BeginItem(label_id, flags, recolor_from)) { + ImPlotPlot& plot = *GetCurrentPlot(); + if (plot.FitThisFrame && !ImHasFlag(flags, ImPlotItemFlags_NoFit)) + fitter.Fit(plot.Axes[plot.CurrentX], plot.Axes[plot.CurrentY]); + return true; + } + return false; +} + +// Ends an item (call only if BeginItem returns true). Pops PlotClipRect. +IMPLOT_API void EndItem(); + +// Register or get an existing item from the current plot. +IMPLOT_API ImPlotItem* RegisterOrGetItem(const char* label_id, ImPlotItemFlags flags, bool* just_created = nullptr); +// Get a plot item from the current plot. +IMPLOT_API ImPlotItem* GetItem(const char* label_id); +// Gets the current item. +IMPLOT_API ImPlotItem* GetCurrentItem(); +// Busts the cache for every item for every plot in the current context. +IMPLOT_API void BustItemCache(); + +//----------------------------------------------------------------------------- +// [SECTION] Axis Utils +//----------------------------------------------------------------------------- + +// Returns true if any enabled axis is locked from user input. +static inline bool AnyAxesInputLocked(ImPlotAxis* axes, int count) { + for (int i = 0; i < count; ++i) { + if (axes[i].Enabled && axes[i].IsInputLocked()) + return true; + } + return false; +} + +// Returns true if all enabled axes are locked from user input. +static inline bool AllAxesInputLocked(ImPlotAxis* axes, int count) { + for (int i = 0; i < count; ++i) { + if (axes[i].Enabled && !axes[i].IsInputLocked()) + return false; + } + return true; +} + +static inline bool AnyAxesHeld(ImPlotAxis* axes, int count) { + for (int i = 0; i < count; ++i) { + if (axes[i].Enabled && axes[i].Held) + return true; + } + return false; +} + +static inline bool AnyAxesHovered(ImPlotAxis* axes, int count) { + for (int i = 0; i < count; ++i) { + if (axes[i].Enabled && axes[i].Hovered) + return true; + } + return false; +} + +// Returns true if the user has requested data to be fit. +static inline bool FitThisFrame() { + return GImPlot->CurrentPlot->FitThisFrame; +} + +// Extends the current plot's axes so that it encompasses a vertical line at x +static inline void FitPointX(double x) { + ImPlotPlot& plot = *GetCurrentPlot(); + ImPlotAxis& x_axis = plot.Axes[plot.CurrentX]; + x_axis.ExtendFit(x); +} + +// Extends the current plot's axes so that it encompasses a horizontal line at y +static inline void FitPointY(double y) { + ImPlotPlot& plot = *GetCurrentPlot(); + ImPlotAxis& y_axis = plot.Axes[plot.CurrentY]; + y_axis.ExtendFit(y); +} + +// Extends the current plot's axes so that it encompasses point p +static inline void FitPoint(const ImPlotPoint& p) { + ImPlotPlot& plot = *GetCurrentPlot(); + ImPlotAxis& x_axis = plot.Axes[plot.CurrentX]; + ImPlotAxis& y_axis = plot.Axes[plot.CurrentY]; + x_axis.ExtendFitWith(y_axis, p.x, p.y); + y_axis.ExtendFitWith(x_axis, p.y, p.x); +} + +// Returns true if two ranges overlap +static inline bool RangesOverlap(const ImPlotRange& r1, const ImPlotRange& r2) +{ return r1.Min <= r2.Max && r2.Min <= r1.Max; } + +// Shows an axis's context menu. +IMPLOT_API void ShowAxisContextMenu(ImPlotAxis& axis, ImPlotAxis* equal_axis, bool time_allowed = false); + +//----------------------------------------------------------------------------- +// [SECTION] Legend Utils +//----------------------------------------------------------------------------- + +// Gets the position of an inner rect that is located inside of an outer rect according to an ImPlotLocation and padding amount. +IMPLOT_API ImVec2 GetLocationPos(const ImRect& outer_rect, const ImVec2& inner_size, ImPlotLocation location, const ImVec2& pad = ImVec2(0,0)); +// Calculates the bounding box size of a legend _before_ clipping. +IMPLOT_API ImVec2 CalcLegendSize(ImPlotItemGroup& items, const ImVec2& pad, const ImVec2& spacing, bool vertical); +// Clips calculated legend size +IMPLOT_API bool ClampLegendRect(ImRect& legend_rect, const ImRect& outer_rect, const ImVec2& pad); +// Renders legend entries into a bounding box +IMPLOT_API bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool interactable, const ImVec2& pad, const ImVec2& spacing, bool vertical, ImDrawList& DrawList); +// Shows an alternate legend for the plot identified by #title_id, outside of the plot frame (can be called before or after of Begin/EndPlot but must occur in the same ImGui window! This is not thoroughly tested nor scrollable!). +IMPLOT_API void ShowAltLegend(const char* title_id, bool vertical = true, const ImVec2 size = ImVec2(0,0), bool interactable = true); +// Shows a legend's context menu. +IMPLOT_API bool ShowLegendContextMenu(ImPlotLegend& legend, bool visible); + +//----------------------------------------------------------------------------- +// [SECTION] Label Utils +//----------------------------------------------------------------------------- + +// Create a a string label for a an axis value +IMPLOT_API void LabelAxisValue(const ImPlotAxis& axis, double value, char* buff, int size, bool round = false); + +//----------------------------------------------------------------------------- +// [SECTION] Styling Utils +//----------------------------------------------------------------------------- + +// Get styling data for next item (call between Begin/EndItem) +static inline const ImPlotNextItemData& GetItemData() { return GImPlot->NextItemData; } + +// Returns true if a color is set to be automatically determined +static inline bool IsColorAuto(const ImVec4& col) { return col.w == -1; } +// Returns true if a style color is set to be automatically determined +static inline bool IsColorAuto(ImPlotCol idx) { return IsColorAuto(GImPlot->Style.Colors[idx]); } +// Returns the automatically deduced style color +IMPLOT_API ImVec4 GetAutoColor(ImPlotCol idx); + +// Returns the style color whether it is automatic or custom set +static inline ImVec4 GetStyleColorVec4(ImPlotCol idx) { return IsColorAuto(idx) ? GetAutoColor(idx) : GImPlot->Style.Colors[idx]; } +static inline ImU32 GetStyleColorU32(ImPlotCol idx) { return ImGui::ColorConvertFloat4ToU32(GetStyleColorVec4(idx)); } + +// Draws vertical text. The position is the bottom left of the text rect. +IMPLOT_API void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end = nullptr); +// Draws multiline horizontal text centered. +IMPLOT_API void AddTextCentered(ImDrawList* DrawList, ImVec2 top_center, ImU32 col, const char* text_begin, const char* text_end = nullptr); +// Calculates the size of vertical text +static inline ImVec2 CalcTextSizeVertical(const char *text) { + ImVec2 sz = ImGui::CalcTextSize(text); + return ImVec2(sz.y, sz.x); +} +// Returns white or black text given background color +static inline ImU32 CalcTextColor(const ImVec4& bg) { return (bg.x * 0.299f + bg.y * 0.587f + bg.z * 0.114f) > 0.5f ? IM_COL32_BLACK : IM_COL32_WHITE; } +static inline ImU32 CalcTextColor(ImU32 bg) { return CalcTextColor(ImGui::ColorConvertU32ToFloat4(bg)); } +// Lightens or darkens a color for hover +static inline ImU32 CalcHoverColor(ImU32 col) { return ImMixU32(col, CalcTextColor(col), 32); } + +// Clamps a label position so that it fits a rect defined by Min/Max +static inline ImVec2 ClampLabelPos(ImVec2 pos, const ImVec2& size, const ImVec2& Min, const ImVec2& Max) { + if (pos.x < Min.x) pos.x = Min.x; + if (pos.y < Min.y) pos.y = Min.y; + if ((pos.x + size.x) > Max.x) pos.x = Max.x - size.x; + if ((pos.y + size.y) > Max.y) pos.y = Max.y - size.y; + return pos; +} + +// Returns a color from the Color map given an index >= 0 (modulo will be performed). +IMPLOT_API ImU32 GetColormapColorU32(int idx, ImPlotColormap cmap); +// Returns the next unused colormap color and advances the colormap. Can be used to skip colors if desired. +IMPLOT_API ImU32 NextColormapColorU32(); +// Linearly interpolates a color from the current colormap given t between 0 and 1. +IMPLOT_API ImU32 SampleColormapU32(float t, ImPlotColormap cmap); + +// Render a colormap bar +IMPLOT_API void RenderColorBar(const ImU32* colors, int size, ImDrawList& DrawList, const ImRect& bounds, bool vert, bool reversed, bool continuous); + +//----------------------------------------------------------------------------- +// [SECTION] Math and Misc Utils +//----------------------------------------------------------------------------- + +// Rounds x to powers of 2,5 and 10 for generating axis labels (from Graphics Gems 1 Chapter 11.2) +IMPLOT_API double NiceNum(double x, bool round); +// Computes order of magnitude of double. +static inline int OrderOfMagnitude(double val) { return val == 0 ? 0 : (int)(floor(log10(fabs(val)))); } +// Returns the precision required for a order of magnitude. +static inline int OrderToPrecision(int order) { return order > 0 ? 0 : 1 - order; } +// Returns a floating point precision to use given a value +static inline int Precision(double val) { return OrderToPrecision(OrderOfMagnitude(val)); } +// Round a value to a given precision +static inline double RoundTo(double val, int prec) { double p = pow(10,(double)prec); return floor(val*p+0.5)/p; } + +// Returns the intersection point of two lines A and B (assumes they are not parallel!) +static inline ImVec2 Intersection(const ImVec2& a1, const ImVec2& a2, const ImVec2& b1, const ImVec2& b2) { + float v1 = (a1.x * a2.y - a1.y * a2.x); float v2 = (b1.x * b2.y - b1.y * b2.x); + float v3 = ((a1.x - a2.x) * (b1.y - b2.y) - (a1.y - a2.y) * (b1.x - b2.x)); + return ImVec2((v1 * (b1.x - b2.x) - v2 * (a1.x - a2.x)) / v3, (v1 * (b1.y - b2.y) - v2 * (a1.y - a2.y)) / v3); +} + +// Fills a buffer with n samples linear interpolated from vmin to vmax +template +void FillRange(ImVector& buffer, int n, T vmin, T vmax) { + buffer.resize(n); + T step = (vmax - vmin) / (n - 1); + for (int i = 0; i < n; ++i) { + buffer[i] = vmin + i * step; + } +} + +// Calculate histogram bin counts and widths +template +static inline void CalculateBins(const T* values, int count, ImPlotBin meth, const ImPlotRange& range, int& bins_out, double& width_out) { + switch (meth) { + case ImPlotBin_Sqrt: + bins_out = (int)ceil(sqrt(count)); + break; + case ImPlotBin_Sturges: + bins_out = (int)ceil(1.0 + log2(count)); + break; + case ImPlotBin_Rice: + bins_out = (int)ceil(2 * cbrt(count)); + break; + case ImPlotBin_Scott: + width_out = 3.49 * ImStdDev(values, count) / cbrt(count); + bins_out = (int)round(range.Size() / width_out); + break; + } + width_out = range.Size() / bins_out; +} + +//----------------------------------------------------------------------------- +// Time Utils +//----------------------------------------------------------------------------- + +// Returns true if year is leap year (366 days long) +static inline bool IsLeapYear(int year) { + return year % 4 == 0 && (year % 100 != 0 || year % 400 == 0); +} +// Returns the number of days in a month, accounting for Feb. leap years. #month is zero indexed. +static inline int GetDaysInMonth(int year, int month) { + static const int days[12] = {31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31}; + return days[month] + (int)(month == 1 && IsLeapYear(year)); +} + +// Make a UNIX timestamp from a tm struct expressed in UTC time (i.e. GMT timezone). +IMPLOT_API ImPlotTime MkGmtTime(struct tm *ptm); +// Make a tm struct expressed in UTC time (i.e. GMT timezone) from a UNIX timestamp. +IMPLOT_API tm* GetGmtTime(const ImPlotTime& t, tm* ptm); + +// Make a UNIX timestamp from a tm struct expressed in local time. +IMPLOT_API ImPlotTime MkLocTime(struct tm *ptm); +// Make a tm struct expressed in local time from a UNIX timestamp. +IMPLOT_API tm* GetLocTime(const ImPlotTime& t, tm* ptm); + +// NB: The following functions only work if there is a current ImPlotContext because the +// internal tm struct is owned by the context! They are aware of ImPlotStyle.UseLocalTime. + +// Make a timestamp from time components. +// year[1970-3000], month[0-11], day[1-31], hour[0-23], min[0-59], sec[0-59], us[0,999999] +IMPLOT_API ImPlotTime MakeTime(int year, int month = 0, int day = 1, int hour = 0, int min = 0, int sec = 0, int us = 0); +// Get year component from timestamp [1970-3000] +IMPLOT_API int GetYear(const ImPlotTime& t); + +// Adds or subtracts time from a timestamp. #count > 0 to add, < 0 to subtract. +IMPLOT_API ImPlotTime AddTime(const ImPlotTime& t, ImPlotTimeUnit unit, int count); +// Rounds a timestamp down to nearest unit. +IMPLOT_API ImPlotTime FloorTime(const ImPlotTime& t, ImPlotTimeUnit unit); +// Rounds a timestamp up to the nearest unit. +IMPLOT_API ImPlotTime CeilTime(const ImPlotTime& t, ImPlotTimeUnit unit); +// Rounds a timestamp up or down to the nearest unit. +IMPLOT_API ImPlotTime RoundTime(const ImPlotTime& t, ImPlotTimeUnit unit); +// Combines the date of one timestamp with the time-of-day of another timestamp. +IMPLOT_API ImPlotTime CombineDateTime(const ImPlotTime& date_part, const ImPlotTime& time_part); + +// Formats the time part of timestamp t into a buffer according to #fmt +IMPLOT_API int FormatTime(const ImPlotTime& t, char* buffer, int size, ImPlotTimeFmt fmt, bool use_24_hr_clk); +// Formats the date part of timestamp t into a buffer according to #fmt +IMPLOT_API int FormatDate(const ImPlotTime& t, char* buffer, int size, ImPlotDateFmt fmt, bool use_iso_8601); +// Formats the time and/or date parts of a timestamp t into a buffer according to #fmt +IMPLOT_API int FormatDateTime(const ImPlotTime& t, char* buffer, int size, ImPlotDateTimeSpec fmt); + +// Shows a date picker widget block (year/month/day). +// #level = 0 for day, 1 for month, 2 for year. Modified by user interaction. +// #t will be set when a day is clicked and the function will return true. +// #t1 and #t2 are optional dates to highlight. +IMPLOT_API bool ShowDatePicker(const char* id, int* level, ImPlotTime* t, const ImPlotTime* t1 = nullptr, const ImPlotTime* t2 = nullptr); +// Shows a time picker widget block (hour/min/sec). +// #t will be set when a new hour, minute, or sec is selected or am/pm is toggled, and the function will return true. +IMPLOT_API bool ShowTimePicker(const char* id, ImPlotTime* t); + +//----------------------------------------------------------------------------- +// [SECTION] Transforms +//----------------------------------------------------------------------------- + +static inline double TransformForward_Log10(double v, void*) { + v = v <= 0.0 ? DBL_MIN : v; + return ImLog10(v); +} + +static inline double TransformInverse_Log10(double v, void*) { + return ImPow(10, v); +} + +static inline double TransformForward_SymLog(double v, void*) { + return 2.0 * ImAsinh(v / 2.0); +} + +static inline double TransformInverse_SymLog(double v, void*) { + return 2.0 * ImSinh(v / 2.0); +} + +static inline double TransformForward_Logit(double v, void*) { + v = ImClamp(v, DBL_MIN, 1.0 - DBL_EPSILON); + return ImLog10(v / (1 - v)); +} + +static inline double TransformInverse_Logit(double v, void*) { + return 1.0 / (1.0 + ImPow(10,-v)); +} + +//----------------------------------------------------------------------------- +// [SECTION] Formatters +//----------------------------------------------------------------------------- + +static inline int Formatter_Default(double value, char* buff, int size, void* data) { + char* fmt = (char*)data; + return ImFormatString(buff, size, fmt, value); +} + +static inline int Formatter_Logit(double value, char* buff, int size, void*) { + if (value == 0.5) + return ImFormatString(buff,size,"1/2"); + else if (value < 0.5) + return ImFormatString(buff,size,"%g", value); + else + return ImFormatString(buff,size,"1 - %g", 1 - value); +} + +struct Formatter_Time_Data { + ImPlotTime Time; + ImPlotDateTimeSpec Spec; + ImPlotFormatter UserFormatter; + void* UserFormatterData; +}; + +static inline int Formatter_Time(double, char* buff, int size, void* data) { + Formatter_Time_Data* ftd = (Formatter_Time_Data*)data; + return FormatDateTime(ftd->Time, buff, size, ftd->Spec); +} + +//------------------------------------------------------------------------------ +// [SECTION] Locator +//------------------------------------------------------------------------------ + +void Locator_Default(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data); +void Locator_Time(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data); +void Locator_Log10(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data); +void Locator_SymLog(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data); + +} // namespace ImPlot diff --git a/lib/cimgui/cimplot/implot/implot_items.cpp b/lib/cimgui/cimplot/implot/implot_items.cpp new file mode 100644 index 0000000..91c71d8 --- /dev/null +++ b/lib/cimgui/cimplot/implot/implot_items.cpp @@ -0,0 +1,2808 @@ +// MIT License + +// Copyright (c) 2023 Evan Pezent + +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: + +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. + +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +// ImPlot v0.17 + +#define IMGUI_DEFINE_MATH_OPERATORS +#include "implot.h" +#include "implot_internal.h" + +//----------------------------------------------------------------------------- +// [SECTION] Macros and Defines +//----------------------------------------------------------------------------- + +#define SQRT_1_2 0.70710678118f +#define SQRT_3_2 0.86602540378f + +#ifndef IMPLOT_NO_FORCE_INLINE + #ifdef _MSC_VER + #define IMPLOT_INLINE __forceinline + #elif defined(__GNUC__) + #define IMPLOT_INLINE inline __attribute__((__always_inline__)) + #elif defined(__CLANG__) + #if __has_attribute(__always_inline__) + #define IMPLOT_INLINE inline __attribute__((__always_inline__)) + #else + #define IMPLOT_INLINE inline + #endif + #else + #define IMPLOT_INLINE inline + #endif +#else + #define IMPLOT_INLINE inline +#endif + +#if defined __SSE__ || defined __x86_64__ || defined _M_X64 +#ifndef IMGUI_ENABLE_SSE +#include +#endif +static IMPLOT_INLINE float ImInvSqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static IMPLOT_INLINE float ImInvSqrt(float x) { return 1.0f / sqrtf(x); } +#endif + +#define IMPLOT_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImInvSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) + +// Support for pre-1.82 versions. Users on 1.82+ can use 0 (default) flags to mean "all corners" but in order to support older versions we are more explicit. +#if (IMGUI_VERSION_NUM < 18102) && !defined(ImDrawFlags_RoundCornersAll) +#define ImDrawFlags_RoundCornersAll ImDrawCornerFlags_All +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Template instantiation utility +//----------------------------------------------------------------------------- + +// By default, templates are instantiated for `float`, `double`, and for the following integer types, which are defined in imgui.h: +// signed char ImS8; // 8-bit signed integer +// unsigned char ImU8; // 8-bit unsigned integer +// signed short ImS16; // 16-bit signed integer +// unsigned short ImU16; // 16-bit unsigned integer +// signed int ImS32; // 32-bit signed integer == int +// unsigned int ImU32; // 32-bit unsigned integer +// signed long long ImS64; // 64-bit signed integer +// unsigned long long ImU64; // 64-bit unsigned integer +// (note: this list does *not* include `long`, `unsigned long` and `long double`) +// +// You can customize the supported types by defining IMPLOT_CUSTOM_NUMERIC_TYPES at compile time to define your own type list. +// As an example, you could use the compile time define given by the line below in order to support only float and double. +// -DIMPLOT_CUSTOM_NUMERIC_TYPES="(float)(double)" +// In order to support all known C++ types, use: +// -DIMPLOT_CUSTOM_NUMERIC_TYPES="(signed char)(unsigned char)(signed short)(unsigned short)(signed int)(unsigned int)(signed long)(unsigned long)(signed long long)(unsigned long long)(float)(double)(long double)" + +#ifdef IMPLOT_CUSTOM_NUMERIC_TYPES + #define IMPLOT_NUMERIC_TYPES IMPLOT_CUSTOM_NUMERIC_TYPES +#else + #define IMPLOT_NUMERIC_TYPES (ImS8)(ImU8)(ImS16)(ImU16)(ImS32)(ImU32)(ImS64)(ImU64)(float)(double) +#endif + +// CALL_INSTANTIATE_FOR_NUMERIC_TYPES will duplicate the template instantion code `INSTANTIATE_MACRO(T)` on supported types. +#define _CAT(x, y) _CAT_(x, y) +#define _CAT_(x,y) x ## y +#define _INSTANTIATE_FOR_NUMERIC_TYPES(chain) _CAT(_INSTANTIATE_FOR_NUMERIC_TYPES_1 chain, _END) +#define _INSTANTIATE_FOR_NUMERIC_TYPES_1(T) INSTANTIATE_MACRO(T) _INSTANTIATE_FOR_NUMERIC_TYPES_2 +#define _INSTANTIATE_FOR_NUMERIC_TYPES_2(T) INSTANTIATE_MACRO(T) _INSTANTIATE_FOR_NUMERIC_TYPES_1 +#define _INSTANTIATE_FOR_NUMERIC_TYPES_1_END +#define _INSTANTIATE_FOR_NUMERIC_TYPES_2_END +#define CALL_INSTANTIATE_FOR_NUMERIC_TYPES() _INSTANTIATE_FOR_NUMERIC_TYPES(IMPLOT_NUMERIC_TYPES) + +namespace ImPlot { + +//----------------------------------------------------------------------------- +// [SECTION] Utils +//----------------------------------------------------------------------------- + +// Calc maximum index size of ImDrawIdx +template +struct MaxIdx { static const unsigned int Value; }; +template <> const unsigned int MaxIdx::Value = 65535; +template <> const unsigned int MaxIdx::Value = 4294967295; + +IMPLOT_INLINE void GetLineRenderProps(const ImDrawList& draw_list, float& half_weight, ImVec2& tex_uv0, ImVec2& tex_uv1) { + const bool aa = ImHasFlag(draw_list.Flags, ImDrawListFlags_AntiAliasedLines) && + ImHasFlag(draw_list.Flags, ImDrawListFlags_AntiAliasedLinesUseTex); + if (aa) { + ImVec4 tex_uvs = draw_list._Data->TexUvLines[(int)(half_weight*2)]; + tex_uv0 = ImVec2(tex_uvs.x, tex_uvs.y); + tex_uv1 = ImVec2(tex_uvs.z, tex_uvs.w); + half_weight += 1; + } + else { + tex_uv0 = tex_uv1 = draw_list._Data->TexUvWhitePixel; + } +} + +IMPLOT_INLINE void PrimLine(ImDrawList& draw_list, const ImVec2& P1, const ImVec2& P2, float half_weight, ImU32 col, const ImVec2& tex_uv0, const ImVec2 tex_uv1) { + float dx = P2.x - P1.x; + float dy = P2.y - P1.y; + IMPLOT_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= half_weight; + dy *= half_weight; + draw_list._VtxWritePtr[0].pos.x = P1.x + dy; + draw_list._VtxWritePtr[0].pos.y = P1.y - dx; + draw_list._VtxWritePtr[0].uv = tex_uv0; + draw_list._VtxWritePtr[0].col = col; + draw_list._VtxWritePtr[1].pos.x = P2.x + dy; + draw_list._VtxWritePtr[1].pos.y = P2.y - dx; + draw_list._VtxWritePtr[1].uv = tex_uv0; + draw_list._VtxWritePtr[1].col = col; + draw_list._VtxWritePtr[2].pos.x = P2.x - dy; + draw_list._VtxWritePtr[2].pos.y = P2.y + dx; + draw_list._VtxWritePtr[2].uv = tex_uv1; + draw_list._VtxWritePtr[2].col = col; + draw_list._VtxWritePtr[3].pos.x = P1.x - dy; + draw_list._VtxWritePtr[3].pos.y = P1.y + dx; + draw_list._VtxWritePtr[3].uv = tex_uv1; + draw_list._VtxWritePtr[3].col = col; + draw_list._VtxWritePtr += 4; + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2); + draw_list._IdxWritePtr[3] = (ImDrawIdx)(draw_list._VtxCurrentIdx); + draw_list._IdxWritePtr[4] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2); + draw_list._IdxWritePtr[5] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3); + draw_list._IdxWritePtr += 6; + draw_list._VtxCurrentIdx += 4; +} + +IMPLOT_INLINE void PrimRectFill(ImDrawList& draw_list, const ImVec2& Pmin, const ImVec2& Pmax, ImU32 col, const ImVec2& uv) { + draw_list._VtxWritePtr[0].pos = Pmin; + draw_list._VtxWritePtr[0].uv = uv; + draw_list._VtxWritePtr[0].col = col; + draw_list._VtxWritePtr[1].pos = Pmax; + draw_list._VtxWritePtr[1].uv = uv; + draw_list._VtxWritePtr[1].col = col; + draw_list._VtxWritePtr[2].pos.x = Pmin.x; + draw_list._VtxWritePtr[2].pos.y = Pmax.y; + draw_list._VtxWritePtr[2].uv = uv; + draw_list._VtxWritePtr[2].col = col; + draw_list._VtxWritePtr[3].pos.x = Pmax.x; + draw_list._VtxWritePtr[3].pos.y = Pmin.y; + draw_list._VtxWritePtr[3].uv = uv; + draw_list._VtxWritePtr[3].col = col; + draw_list._VtxWritePtr += 4; + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2); + draw_list._IdxWritePtr[3] = (ImDrawIdx)(draw_list._VtxCurrentIdx); + draw_list._IdxWritePtr[4] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[5] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3); + draw_list._IdxWritePtr += 6; + draw_list._VtxCurrentIdx += 4; +} + +IMPLOT_INLINE void PrimRectLine(ImDrawList& draw_list, const ImVec2& Pmin, const ImVec2& Pmax, float weight, ImU32 col, const ImVec2& uv) { + + draw_list._VtxWritePtr[0].pos.x = Pmin.x; + draw_list._VtxWritePtr[0].pos.y = Pmin.y; + draw_list._VtxWritePtr[0].uv = uv; + draw_list._VtxWritePtr[0].col = col; + + draw_list._VtxWritePtr[1].pos.x = Pmin.x; + draw_list._VtxWritePtr[1].pos.y = Pmax.y; + draw_list._VtxWritePtr[1].uv = uv; + draw_list._VtxWritePtr[1].col = col; + + draw_list._VtxWritePtr[2].pos.x = Pmax.x; + draw_list._VtxWritePtr[2].pos.y = Pmax.y; + draw_list._VtxWritePtr[2].uv = uv; + draw_list._VtxWritePtr[2].col = col; + + draw_list._VtxWritePtr[3].pos.x = Pmax.x; + draw_list._VtxWritePtr[3].pos.y = Pmin.y; + draw_list._VtxWritePtr[3].uv = uv; + draw_list._VtxWritePtr[3].col = col; + + draw_list._VtxWritePtr[4].pos.x = Pmin.x + weight; + draw_list._VtxWritePtr[4].pos.y = Pmin.y + weight; + draw_list._VtxWritePtr[4].uv = uv; + draw_list._VtxWritePtr[4].col = col; + + draw_list._VtxWritePtr[5].pos.x = Pmin.x + weight; + draw_list._VtxWritePtr[5].pos.y = Pmax.y - weight; + draw_list._VtxWritePtr[5].uv = uv; + draw_list._VtxWritePtr[5].col = col; + + draw_list._VtxWritePtr[6].pos.x = Pmax.x - weight; + draw_list._VtxWritePtr[6].pos.y = Pmax.y - weight; + draw_list._VtxWritePtr[6].uv = uv; + draw_list._VtxWritePtr[6].col = col; + + draw_list._VtxWritePtr[7].pos.x = Pmax.x - weight; + draw_list._VtxWritePtr[7].pos.y = Pmin.y + weight; + draw_list._VtxWritePtr[7].uv = uv; + draw_list._VtxWritePtr[7].col = col; + + draw_list._VtxWritePtr += 8; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 0); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 5); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 0); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 5); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 6); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 6); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 5); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 7); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 2); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 7); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 6); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 0); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4); + draw_list._IdxWritePtr += 3; + + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 7); + draw_list._IdxWritePtr += 3; + + draw_list._VtxCurrentIdx += 8; +} + + +//----------------------------------------------------------------------------- +// [SECTION] Item Utils +//----------------------------------------------------------------------------- + +ImPlotItem* RegisterOrGetItem(const char* label_id, ImPlotItemFlags flags, bool* just_created) { + ImPlotContext& gp = *GImPlot; + ImPlotItemGroup& Items = *gp.CurrentItems; + ImGuiID id = Items.GetItemID(label_id); + if (just_created != nullptr) + *just_created = Items.GetItem(id) == nullptr; + ImPlotItem* item = Items.GetOrAddItem(id); + if (item->SeenThisFrame) + return item; + item->SeenThisFrame = true; + int idx = Items.GetItemIndex(item); + item->ID = id; + if (!ImHasFlag(flags, ImPlotItemFlags_NoLegend) && ImGui::FindRenderedTextEnd(label_id, nullptr) != label_id) { + Items.Legend.Indices.push_back(idx); + item->NameOffset = Items.Legend.Labels.size(); + Items.Legend.Labels.append(label_id, label_id + strlen(label_id) + 1); + } + else { + item->Show = true; + } + return item; +} + +ImPlotItem* GetItem(const char* label_id) { + ImPlotContext& gp = *GImPlot; + return gp.CurrentItems->GetItem(label_id); +} + +bool IsItemHidden(const char* label_id) { + ImPlotItem* item = GetItem(label_id); + return item != nullptr && !item->Show; +} + +ImPlotItem* GetCurrentItem() { + ImPlotContext& gp = *GImPlot; + return gp.CurrentItem; +} + +void SetNextLineStyle(const ImVec4& col, float weight) { + ImPlotContext& gp = *GImPlot; + gp.NextItemData.Colors[ImPlotCol_Line] = col; + gp.NextItemData.LineWeight = weight; +} + +void SetNextFillStyle(const ImVec4& col, float alpha) { + ImPlotContext& gp = *GImPlot; + gp.NextItemData.Colors[ImPlotCol_Fill] = col; + gp.NextItemData.FillAlpha = alpha; +} + +void SetNextMarkerStyle(ImPlotMarker marker, float size, const ImVec4& fill, float weight, const ImVec4& outline) { + ImPlotContext& gp = *GImPlot; + gp.NextItemData.Marker = marker; + gp.NextItemData.Colors[ImPlotCol_MarkerFill] = fill; + gp.NextItemData.MarkerSize = size; + gp.NextItemData.Colors[ImPlotCol_MarkerOutline] = outline; + gp.NextItemData.MarkerWeight = weight; +} + +void SetNextErrorBarStyle(const ImVec4& col, float size, float weight) { + ImPlotContext& gp = *GImPlot; + gp.NextItemData.Colors[ImPlotCol_ErrorBar] = col; + gp.NextItemData.ErrorBarSize = size; + gp.NextItemData.ErrorBarWeight = weight; +} + +ImVec4 GetLastItemColor() { + ImPlotContext& gp = *GImPlot; + if (gp.PreviousItem) + return ImGui::ColorConvertU32ToFloat4(gp.PreviousItem->Color); + return ImVec4(); +} + +void BustItemCache() { + ImPlotContext& gp = *GImPlot; + for (int p = 0; p < gp.Plots.GetBufSize(); ++p) { + ImPlotPlot& plot = *gp.Plots.GetByIndex(p); + plot.Items.Reset(); + } + for (int p = 0; p < gp.Subplots.GetBufSize(); ++p) { + ImPlotSubplot& subplot = *gp.Subplots.GetByIndex(p); + subplot.Items.Reset(); + } +} + +void BustColorCache(const char* plot_title_id) { + ImPlotContext& gp = *GImPlot; + if (plot_title_id == nullptr) { + BustItemCache(); + } + else { + ImGuiID id = ImGui::GetCurrentWindow()->GetID(plot_title_id); + ImPlotPlot* plot = gp.Plots.GetByKey(id); + if (plot != nullptr) + plot->Items.Reset(); + else { + ImPlotSubplot* subplot = gp.Subplots.GetByKey(id); + if (subplot != nullptr) + subplot->Items.Reset(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] BeginItem / EndItem +//----------------------------------------------------------------------------- + +static const float ITEM_HIGHLIGHT_LINE_SCALE = 2.0f; +static const float ITEM_HIGHLIGHT_MARK_SCALE = 1.25f; + +// Begins a new item. Returns false if the item should not be plotted. +bool BeginItem(const char* label_id, ImPlotItemFlags flags, ImPlotCol recolor_from) { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PlotX() needs to be called between BeginPlot() and EndPlot()!"); + SetupLock(); + bool just_created; + ImPlotItem* item = RegisterOrGetItem(label_id, flags, &just_created); + // set current item + gp.CurrentItem = item; + ImPlotNextItemData& s = gp.NextItemData; + // set/override item color + if (recolor_from != -1) { + if (!IsColorAuto(s.Colors[recolor_from])) + item->Color = ImGui::ColorConvertFloat4ToU32(s.Colors[recolor_from]); + else if (!IsColorAuto(gp.Style.Colors[recolor_from])) + item->Color = ImGui::ColorConvertFloat4ToU32(gp.Style.Colors[recolor_from]); + else if (just_created) + item->Color = NextColormapColorU32(); + } + else if (just_created) { + item->Color = NextColormapColorU32(); + } + // hide/show item + if (gp.NextItemData.HasHidden) { + if (just_created || gp.NextItemData.HiddenCond == ImGuiCond_Always) + item->Show = !gp.NextItemData.Hidden; + } + if (!item->Show) { + // reset next item data + gp.NextItemData.Reset(); + gp.PreviousItem = item; + gp.CurrentItem = nullptr; + return false; + } + else { + ImVec4 item_color = ImGui::ColorConvertU32ToFloat4(item->Color); + // stage next item colors + s.Colors[ImPlotCol_Line] = IsColorAuto(s.Colors[ImPlotCol_Line]) ? ( IsColorAuto(ImPlotCol_Line) ? item_color : gp.Style.Colors[ImPlotCol_Line] ) : s.Colors[ImPlotCol_Line]; + s.Colors[ImPlotCol_Fill] = IsColorAuto(s.Colors[ImPlotCol_Fill]) ? ( IsColorAuto(ImPlotCol_Fill) ? item_color : gp.Style.Colors[ImPlotCol_Fill] ) : s.Colors[ImPlotCol_Fill]; + s.Colors[ImPlotCol_MarkerOutline] = IsColorAuto(s.Colors[ImPlotCol_MarkerOutline]) ? ( IsColorAuto(ImPlotCol_MarkerOutline) ? s.Colors[ImPlotCol_Line] : gp.Style.Colors[ImPlotCol_MarkerOutline] ) : s.Colors[ImPlotCol_MarkerOutline]; + s.Colors[ImPlotCol_MarkerFill] = IsColorAuto(s.Colors[ImPlotCol_MarkerFill]) ? ( IsColorAuto(ImPlotCol_MarkerFill) ? s.Colors[ImPlotCol_Line] : gp.Style.Colors[ImPlotCol_MarkerFill] ) : s.Colors[ImPlotCol_MarkerFill]; + s.Colors[ImPlotCol_ErrorBar] = IsColorAuto(s.Colors[ImPlotCol_ErrorBar]) ? ( GetStyleColorVec4(ImPlotCol_ErrorBar) ) : s.Colors[ImPlotCol_ErrorBar]; + // stage next item style vars + s.LineWeight = s.LineWeight < 0 ? gp.Style.LineWeight : s.LineWeight; + s.Marker = s.Marker < 0 ? gp.Style.Marker : s.Marker; + s.MarkerSize = s.MarkerSize < 0 ? gp.Style.MarkerSize : s.MarkerSize; + s.MarkerWeight = s.MarkerWeight < 0 ? gp.Style.MarkerWeight : s.MarkerWeight; + s.FillAlpha = s.FillAlpha < 0 ? gp.Style.FillAlpha : s.FillAlpha; + s.ErrorBarSize = s.ErrorBarSize < 0 ? gp.Style.ErrorBarSize : s.ErrorBarSize; + s.ErrorBarWeight = s.ErrorBarWeight < 0 ? gp.Style.ErrorBarWeight : s.ErrorBarWeight; + s.DigitalBitHeight = s.DigitalBitHeight < 0 ? gp.Style.DigitalBitHeight : s.DigitalBitHeight; + s.DigitalBitGap = s.DigitalBitGap < 0 ? gp.Style.DigitalBitGap : s.DigitalBitGap; + // apply alpha modifier(s) + s.Colors[ImPlotCol_Fill].w *= s.FillAlpha; + s.Colors[ImPlotCol_MarkerFill].w *= s.FillAlpha; // TODO: this should be separate, if it at all + // apply highlight mods + if (item->LegendHovered) { + if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoHighlightItem)) { + s.LineWeight *= ITEM_HIGHLIGHT_LINE_SCALE; + s.MarkerSize *= ITEM_HIGHLIGHT_MARK_SCALE; + s.MarkerWeight *= ITEM_HIGHLIGHT_LINE_SCALE; + // TODO: how to highlight fills? + } + if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoHighlightAxis)) { + if (gp.CurrentPlot->EnabledAxesX() > 1) + gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentX].ColorHiLi = item->Color; + if (gp.CurrentPlot->EnabledAxesY() > 1) + gp.CurrentPlot->Axes[gp.CurrentPlot->CurrentY].ColorHiLi = item->Color; + } + } + // set render flags + s.RenderLine = s.Colors[ImPlotCol_Line].w > 0 && s.LineWeight > 0; + s.RenderFill = s.Colors[ImPlotCol_Fill].w > 0; + s.RenderMarkerFill = s.Colors[ImPlotCol_MarkerFill].w > 0; + s.RenderMarkerLine = s.Colors[ImPlotCol_MarkerOutline].w > 0 && s.MarkerWeight > 0; + // push rendering clip rect + PushPlotClipRect(); + return true; + } +} + +// Ends an item (call only if BeginItem returns true) +void EndItem() { + ImPlotContext& gp = *GImPlot; + // pop rendering clip rect + PopPlotClipRect(); + // reset next item data + gp.NextItemData.Reset(); + // set current item + gp.PreviousItem = gp.CurrentItem; + gp.CurrentItem = nullptr; +} + +//----------------------------------------------------------------------------- +// [SECTION] Indexers +//----------------------------------------------------------------------------- + +template +IMPLOT_INLINE T IndexData(const T* data, int idx, int count, int offset, int stride) { + const int s = ((offset == 0) << 0) | ((stride == sizeof(T)) << 1); + switch (s) { + case 3 : return data[idx]; + case 2 : return data[(offset + idx) % count]; + case 1 : return *(const T*)(const void*)((const unsigned char*)data + (size_t)((idx) ) * stride); + case 0 : return *(const T*)(const void*)((const unsigned char*)data + (size_t)((offset + idx) % count) * stride); + default: return T(0); + } +} + +template +struct IndexerIdx { + IndexerIdx(const T* data, int count, int offset = 0, int stride = sizeof(T)) : + Data(data), + Count(count), + Offset(count ? ImPosMod(offset, count) : 0), + Stride(stride) + { } + template IMPLOT_INLINE double operator()(I idx) const { + return (double)IndexData(Data, idx, Count, Offset, Stride); + } + const T* Data; + int Count; + int Offset; + int Stride; +}; + +template +struct IndexerAdd { + IndexerAdd(const _Indexer1& indexer1, const _Indexer2& indexer2, double scale1 = 1, double scale2 = 1) + : Indexer1(indexer1), + Indexer2(indexer2), + Scale1(scale1), + Scale2(scale2), + Count(ImMin(Indexer1.Count, Indexer2.Count)) + { } + template IMPLOT_INLINE double operator()(I idx) const { + return Scale1 * Indexer1(idx) + Scale2 * Indexer2(idx); + } + const _Indexer1& Indexer1; + const _Indexer2& Indexer2; + double Scale1; + double Scale2; + int Count; +}; + +struct IndexerLin { + IndexerLin(double m, double b) : M(m), B(b) { } + template IMPLOT_INLINE double operator()(I idx) const { + return M * idx + B; + } + const double M; + const double B; +}; + +struct IndexerConst { + IndexerConst(double ref) : Ref(ref) { } + template IMPLOT_INLINE double operator()(I) const { return Ref; } + const double Ref; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Getters +//----------------------------------------------------------------------------- + +template +struct GetterXY { + GetterXY(_IndexerX x, _IndexerY y, int count) : IndxerX(x), IndxerY(y), Count(count) { } + template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + return ImPlotPoint(IndxerX(idx),IndxerY(idx)); + } + const _IndexerX IndxerX; + const _IndexerY IndxerY; + const int Count; +}; + +/// Interprets a user's function pointer as ImPlotPoints +struct GetterFuncPtr { + GetterFuncPtr(ImPlotGetter getter, void* data, int count) : + Getter(getter), + Data(data), + Count(count) + { } + template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + return Getter(idx, Data); + } + ImPlotGetter Getter; + void* const Data; + const int Count; +}; + +template +struct GetterOverrideX { + GetterOverrideX(_Getter getter, double x) : Getter(getter), X(x), Count(getter.Count) { } + template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + ImPlotPoint p = Getter(idx); + p.x = X; + return p; + } + const _Getter Getter; + const double X; + const int Count; +}; + +template +struct GetterOverrideY { + GetterOverrideY(_Getter getter, double y) : Getter(getter), Y(y), Count(getter.Count) { } + template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + ImPlotPoint p = Getter(idx); + p.y = Y; + return p; + } + const _Getter Getter; + const double Y; + const int Count; +}; + +template +struct GetterLoop { + GetterLoop(_Getter getter) : Getter(getter), Count(getter.Count + 1) { } + template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + idx = idx % (Count - 1); + return Getter(idx); + } + const _Getter Getter; + const int Count; +}; + +template +struct GetterError { + GetterError(const T* xs, const T* ys, const T* neg, const T* pos, int count, int offset, int stride) : + Xs(xs), + Ys(ys), + Neg(neg), + Pos(pos), + Count(count), + Offset(count ? ImPosMod(offset, count) : 0), + Stride(stride) + { } + template IMPLOT_INLINE ImPlotPointError operator()(I idx) const { + return ImPlotPointError((double)IndexData(Xs, idx, Count, Offset, Stride), + (double)IndexData(Ys, idx, Count, Offset, Stride), + (double)IndexData(Neg, idx, Count, Offset, Stride), + (double)IndexData(Pos, idx, Count, Offset, Stride)); + } + const T* const Xs; + const T* const Ys; + const T* const Neg; + const T* const Pos; + const int Count; + const int Offset; + const int Stride; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Fitters +//----------------------------------------------------------------------------- + +template +struct Fitter1 { + Fitter1(const _Getter1& getter) : Getter(getter) { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { + for (int i = 0; i < Getter.Count; ++i) { + ImPlotPoint p = Getter(i); + x_axis.ExtendFitWith(y_axis, p.x, p.y); + y_axis.ExtendFitWith(x_axis, p.y, p.x); + } + } + const _Getter1& Getter; +}; + +template +struct FitterX { + FitterX(const _Getter1& getter) : Getter(getter) { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis&) const { + for (int i = 0; i < Getter.Count; ++i) { + ImPlotPoint p = Getter(i); + x_axis.ExtendFit(p.x); + } + } + const _Getter1& Getter; +}; + +template +struct FitterY { + FitterY(const _Getter1& getter) : Getter(getter) { } + void Fit(ImPlotAxis&, ImPlotAxis& y_axis) const { + for (int i = 0; i < Getter.Count; ++i) { + ImPlotPoint p = Getter(i); + y_axis.ExtendFit(p.y); + } + } + const _Getter1& Getter; +}; + +template +struct Fitter2 { + Fitter2(const _Getter1& getter1, const _Getter2& getter2) : Getter1(getter1), Getter2(getter2) { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { + for (int i = 0; i < Getter1.Count; ++i) { + ImPlotPoint p = Getter1(i); + x_axis.ExtendFitWith(y_axis, p.x, p.y); + y_axis.ExtendFitWith(x_axis, p.y, p.x); + } + for (int i = 0; i < Getter2.Count; ++i) { + ImPlotPoint p = Getter2(i); + x_axis.ExtendFitWith(y_axis, p.x, p.y); + y_axis.ExtendFitWith(x_axis, p.y, p.x); + } + } + const _Getter1& Getter1; + const _Getter2& Getter2; +}; + +template +struct FitterBarV { + FitterBarV(const _Getter1& getter1, const _Getter2& getter2, double width) : + Getter1(getter1), + Getter2(getter2), + HalfWidth(width*0.5) + { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { + int count = ImMin(Getter1.Count, Getter2.Count); + for (int i = 0; i < count; ++i) { + ImPlotPoint p1 = Getter1(i); p1.x -= HalfWidth; + ImPlotPoint p2 = Getter2(i); p2.x += HalfWidth; + x_axis.ExtendFitWith(y_axis, p1.x, p1.y); + y_axis.ExtendFitWith(x_axis, p1.y, p1.x); + x_axis.ExtendFitWith(y_axis, p2.x, p2.y); + y_axis.ExtendFitWith(x_axis, p2.y, p2.x); + } + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const double HalfWidth; +}; + +template +struct FitterBarH { + FitterBarH(const _Getter1& getter1, const _Getter2& getter2, double height) : + Getter1(getter1), + Getter2(getter2), + HalfHeight(height*0.5) + { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { + int count = ImMin(Getter1.Count, Getter2.Count); + for (int i = 0; i < count; ++i) { + ImPlotPoint p1 = Getter1(i); p1.y -= HalfHeight; + ImPlotPoint p2 = Getter2(i); p2.y += HalfHeight; + x_axis.ExtendFitWith(y_axis, p1.x, p1.y); + y_axis.ExtendFitWith(x_axis, p1.y, p1.x); + x_axis.ExtendFitWith(y_axis, p2.x, p2.y); + y_axis.ExtendFitWith(x_axis, p2.y, p2.x); + } + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const double HalfHeight; +}; + +struct FitterRect { + FitterRect(const ImPlotPoint& pmin, const ImPlotPoint& pmax) : + Pmin(pmin), + Pmax(pmax) + { } + FitterRect(const ImPlotRect& rect) : + FitterRect(rect.Min(), rect.Max()) + { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { + x_axis.ExtendFitWith(y_axis, Pmin.x, Pmin.y); + y_axis.ExtendFitWith(x_axis, Pmin.y, Pmin.x); + x_axis.ExtendFitWith(y_axis, Pmax.x, Pmax.y); + y_axis.ExtendFitWith(x_axis, Pmax.y, Pmax.x); + } + const ImPlotPoint Pmin; + const ImPlotPoint Pmax; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Transformers +//----------------------------------------------------------------------------- + +struct Transformer1 { + Transformer1(double pixMin, double pltMin, double pltMax, double m, double scaMin, double scaMax, ImPlotTransform fwd, void* data) : + ScaMin(scaMin), + ScaMax(scaMax), + PltMin(pltMin), + PltMax(pltMax), + PixMin(pixMin), + M(m), + TransformFwd(fwd), + TransformData(data) + { } + + template IMPLOT_INLINE float operator()(T p) const { + if (TransformFwd != nullptr) { + double s = TransformFwd(p, TransformData); + double t = (s - ScaMin) / (ScaMax - ScaMin); + p = PltMin + (PltMax - PltMin) * t; + } + return (float)(PixMin + M * (p - PltMin)); + } + + double ScaMin, ScaMax, PltMin, PltMax, PixMin, M; + ImPlotTransform TransformFwd; + void* TransformData; +}; + +struct Transformer2 { + Transformer2(const ImPlotAxis& x_axis, const ImPlotAxis& y_axis) : + Tx(x_axis.PixelMin, + x_axis.Range.Min, + x_axis.Range.Max, + x_axis.ScaleToPixel, + x_axis.ScaleMin, + x_axis.ScaleMax, + x_axis.TransformForward, + x_axis.TransformData), + Ty(y_axis.PixelMin, + y_axis.Range.Min, + y_axis.Range.Max, + y_axis.ScaleToPixel, + y_axis.ScaleMin, + y_axis.ScaleMax, + y_axis.TransformForward, + y_axis.TransformData) + { } + + Transformer2(const ImPlotPlot& plot) : + Transformer2(plot.Axes[plot.CurrentX], plot.Axes[plot.CurrentY]) + { } + + Transformer2() : + Transformer2(*GImPlot->CurrentPlot) + { } + + template IMPLOT_INLINE ImVec2 operator()(const P& plt) const { + ImVec2 out; + out.x = Tx(plt.x); + out.y = Ty(plt.y); + return out; + } + + template IMPLOT_INLINE ImVec2 operator()(T x, T y) const { + ImVec2 out; + out.x = Tx(x); + out.y = Ty(y); + return out; + } + + Transformer1 Tx; + Transformer1 Ty; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Renderers +//----------------------------------------------------------------------------- + +struct RendererBase { + RendererBase(int prims, int idx_consumed, int vtx_consumed) : + Prims(prims), + IdxConsumed(idx_consumed), + VtxConsumed(vtx_consumed) + { } + const int Prims; + Transformer2 Transformer; + const int IdxConsumed; + const int VtxConsumed; +}; + +template +struct RendererLineStrip : RendererBase { + RendererLineStrip(const _Getter& getter, ImU32 col, float weight) : + RendererBase(getter.Count - 1, 6, 4), + Getter(getter), + Col(col), + HalfWeight(ImMax(1.0f,weight)*0.5f) + { + P1 = this->Transformer(Getter(0)); + } + void Init(ImDrawList& draw_list) const { + GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P2 = this->Transformer(Getter(prim + 1)); + if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { + P1 = P2; + return false; + } + PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + P1 = P2; + return true; + } + const _Getter& Getter; + const ImU32 Col; + mutable float HalfWeight; + mutable ImVec2 P1; + mutable ImVec2 UV0; + mutable ImVec2 UV1; +}; + +template +struct RendererLineStripSkip : RendererBase { + RendererLineStripSkip(const _Getter& getter, ImU32 col, float weight) : + RendererBase(getter.Count - 1, 6, 4), + Getter(getter), + Col(col), + HalfWeight(ImMax(1.0f,weight)*0.5f) + { + P1 = this->Transformer(Getter(0)); + } + void Init(ImDrawList& draw_list) const { + GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P2 = this->Transformer(Getter(prim + 1)); + if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { + if (!ImNan(P2.x) && !ImNan(P2.y)) + P1 = P2; + return false; + } + PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + if (!ImNan(P2.x) && !ImNan(P2.y)) + P1 = P2; + return true; + } + const _Getter& Getter; + const ImU32 Col; + mutable float HalfWeight; + mutable ImVec2 P1; + mutable ImVec2 UV0; + mutable ImVec2 UV1; +}; + +template +struct RendererLineSegments1 : RendererBase { + RendererLineSegments1(const _Getter& getter, ImU32 col, float weight) : + RendererBase(getter.Count / 2, 6, 4), + Getter(getter), + Col(col), + HalfWeight(ImMax(1.0f,weight)*0.5f) + { } + void Init(ImDrawList& draw_list) const { + GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P1 = this->Transformer(Getter(prim*2+0)); + ImVec2 P2 = this->Transformer(Getter(prim*2+1)); + if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) + return false; + PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + return true; + } + const _Getter& Getter; + const ImU32 Col; + mutable float HalfWeight; + mutable ImVec2 UV0; + mutable ImVec2 UV1; +}; + +template +struct RendererLineSegments2 : RendererBase { + RendererLineSegments2(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, float weight) : + RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4), + Getter1(getter1), + Getter2(getter2), + Col(col), + HalfWeight(ImMax(1.0f,weight)*0.5f) + {} + void Init(ImDrawList& draw_list) const { + GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P1 = this->Transformer(Getter1(prim)); + ImVec2 P2 = this->Transformer(Getter2(prim)); + if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) + return false; + PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + return true; + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const ImU32 Col; + mutable float HalfWeight; + mutable ImVec2 UV0; + mutable ImVec2 UV1; +}; + +template +struct RendererBarsFillV : RendererBase { + RendererBarsFillV(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double width) : + RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4), + Getter1(getter1), + Getter2(getter2), + Col(col), + HalfWidth(width/2) + {} + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImPlotPoint p1 = Getter1(prim); + ImPlotPoint p2 = Getter2(prim); + p1.x += HalfWidth; + p2.x -= HalfWidth; + ImVec2 P1 = this->Transformer(p1); + ImVec2 P2 = this->Transformer(p2); + float width_px = ImAbs(P1.x-P2.x); + if (width_px < 1.0f) { + P1.x += P1.x > P2.x ? (1-width_px) / 2 : (width_px-1) / 2; + P2.x += P2.x > P1.x ? (1-width_px) / 2 : (width_px-1) / 2; + } + ImVec2 PMin = ImMin(P1, P2); + ImVec2 PMax = ImMax(P1, P2); + if (!cull_rect.Overlaps(ImRect(PMin, PMax))) + return false; + PrimRectFill(draw_list,PMin,PMax,Col,UV); + return true; + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const ImU32 Col; + const double HalfWidth; + mutable ImVec2 UV; +}; + +template +struct RendererBarsFillH : RendererBase { + RendererBarsFillH(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double height) : + RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4), + Getter1(getter1), + Getter2(getter2), + Col(col), + HalfHeight(height/2) + {} + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImPlotPoint p1 = Getter1(prim); + ImPlotPoint p2 = Getter2(prim); + p1.y += HalfHeight; + p2.y -= HalfHeight; + ImVec2 P1 = this->Transformer(p1); + ImVec2 P2 = this->Transformer(p2); + float height_px = ImAbs(P1.y-P2.y); + if (height_px < 1.0f) { + P1.y += P1.y > P2.y ? (1-height_px) / 2 : (height_px-1) / 2; + P2.y += P2.y > P1.y ? (1-height_px) / 2 : (height_px-1) / 2; + } + ImVec2 PMin = ImMin(P1, P2); + ImVec2 PMax = ImMax(P1, P2); + if (!cull_rect.Overlaps(ImRect(PMin, PMax))) + return false; + PrimRectFill(draw_list,PMin,PMax,Col,UV); + return true; + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const ImU32 Col; + const double HalfHeight; + mutable ImVec2 UV; +}; + +template +struct RendererBarsLineV : RendererBase { + RendererBarsLineV(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double width, float weight) : + RendererBase(ImMin(getter1.Count, getter1.Count), 24, 8), + Getter1(getter1), + Getter2(getter2), + Col(col), + HalfWidth(width/2), + Weight(weight) + {} + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImPlotPoint p1 = Getter1(prim); + ImPlotPoint p2 = Getter2(prim); + p1.x += HalfWidth; + p2.x -= HalfWidth; + ImVec2 P1 = this->Transformer(p1); + ImVec2 P2 = this->Transformer(p2); + float width_px = ImAbs(P1.x-P2.x); + if (width_px < 1.0f) { + P1.x += P1.x > P2.x ? (1-width_px) / 2 : (width_px-1) / 2; + P2.x += P2.x > P1.x ? (1-width_px) / 2 : (width_px-1) / 2; + } + ImVec2 PMin = ImMin(P1, P2); + ImVec2 PMax = ImMax(P1, P2); + if (!cull_rect.Overlaps(ImRect(PMin, PMax))) + return false; + PrimRectLine(draw_list,PMin,PMax,Weight,Col,UV); + return true; + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const ImU32 Col; + const double HalfWidth; + const float Weight; + mutable ImVec2 UV; +}; + +template +struct RendererBarsLineH : RendererBase { + RendererBarsLineH(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double height, float weight) : + RendererBase(ImMin(getter1.Count, getter1.Count), 24, 8), + Getter1(getter1), + Getter2(getter2), + Col(col), + HalfHeight(height/2), + Weight(weight) + {} + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImPlotPoint p1 = Getter1(prim); + ImPlotPoint p2 = Getter2(prim); + p1.y += HalfHeight; + p2.y -= HalfHeight; + ImVec2 P1 = this->Transformer(p1); + ImVec2 P2 = this->Transformer(p2); + float height_px = ImAbs(P1.y-P2.y); + if (height_px < 1.0f) { + P1.y += P1.y > P2.y ? (1-height_px) / 2 : (height_px-1) / 2; + P2.y += P2.y > P1.y ? (1-height_px) / 2 : (height_px-1) / 2; + } + ImVec2 PMin = ImMin(P1, P2); + ImVec2 PMax = ImMax(P1, P2); + if (!cull_rect.Overlaps(ImRect(PMin, PMax))) + return false; + PrimRectLine(draw_list,PMin,PMax,Weight,Col,UV); + return true; + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const ImU32 Col; + const double HalfHeight; + const float Weight; + mutable ImVec2 UV; +}; + + +template +struct RendererStairsPre : RendererBase { + RendererStairsPre(const _Getter& getter, ImU32 col, float weight) : + RendererBase(getter.Count - 1, 12, 8), + Getter(getter), + Col(col), + HalfWeight(ImMax(1.0f,weight)*0.5f) + { + P1 = this->Transformer(Getter(0)); + } + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P2 = this->Transformer(Getter(prim + 1)); + if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { + P1 = P2; + return false; + } + PrimRectFill(draw_list, ImVec2(P1.x - HalfWeight, P1.y), ImVec2(P1.x + HalfWeight, P2.y), Col, UV); + PrimRectFill(draw_list, ImVec2(P1.x, P2.y + HalfWeight), ImVec2(P2.x, P2.y - HalfWeight), Col, UV); + P1 = P2; + return true; + } + const _Getter& Getter; + const ImU32 Col; + mutable float HalfWeight; + mutable ImVec2 P1; + mutable ImVec2 UV; +}; + +template +struct RendererStairsPost : RendererBase { + RendererStairsPost(const _Getter& getter, ImU32 col, float weight) : + RendererBase(getter.Count - 1, 12, 8), + Getter(getter), + Col(col), + HalfWeight(ImMax(1.0f,weight) * 0.5f) + { + P1 = this->Transformer(Getter(0)); + } + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P2 = this->Transformer(Getter(prim + 1)); + if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { + P1 = P2; + return false; + } + PrimRectFill(draw_list, ImVec2(P1.x, P1.y + HalfWeight), ImVec2(P2.x, P1.y - HalfWeight), Col, UV); + PrimRectFill(draw_list, ImVec2(P2.x - HalfWeight, P2.y), ImVec2(P2.x + HalfWeight, P1.y), Col, UV); + P1 = P2; + return true; + } + const _Getter& Getter; + const ImU32 Col; + mutable float HalfWeight; + mutable ImVec2 P1; + mutable ImVec2 UV; +}; + +template +struct RendererStairsPreShaded : RendererBase { + RendererStairsPreShaded(const _Getter& getter, ImU32 col) : + RendererBase(getter.Count - 1, 6, 4), + Getter(getter), + Col(col) + { + P1 = this->Transformer(Getter(0)); + Y0 = this->Transformer(ImPlotPoint(0,0)).y; + } + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 PMin(ImMin(P1.x, P2.x), ImMin(Y0, P2.y)); + ImVec2 PMax(ImMax(P1.x, P2.x), ImMax(Y0, P2.y)); + if (!cull_rect.Overlaps(ImRect(PMin, PMax))) { + P1 = P2; + return false; + } + PrimRectFill(draw_list, PMin, PMax, Col, UV); + P1 = P2; + return true; + } + const _Getter& Getter; + const ImU32 Col; + float Y0; + mutable ImVec2 P1; + mutable ImVec2 UV; +}; + +template +struct RendererStairsPostShaded : RendererBase { + RendererStairsPostShaded(const _Getter& getter, ImU32 col) : + RendererBase(getter.Count - 1, 6, 4), + Getter(getter), + Col(col) + { + P1 = this->Transformer(Getter(0)); + Y0 = this->Transformer(ImPlotPoint(0,0)).y; + } + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 PMin(ImMin(P1.x, P2.x), ImMin(P1.y, Y0)); + ImVec2 PMax(ImMax(P1.x, P2.x), ImMax(P1.y, Y0)); + if (!cull_rect.Overlaps(ImRect(PMin, PMax))) { + P1 = P2; + return false; + } + PrimRectFill(draw_list, PMin, PMax, Col, UV); + P1 = P2; + return true; + } + const _Getter& Getter; + const ImU32 Col; + float Y0; + mutable ImVec2 P1; + mutable ImVec2 UV; +}; + + + +template +struct RendererShaded : RendererBase { + RendererShaded(const _Getter1& getter1, const _Getter2& getter2, ImU32 col) : + RendererBase(ImMin(getter1.Count, getter2.Count) - 1, 6, 5), + Getter1(getter1), + Getter2(getter2), + Col(col) + { + P11 = this->Transformer(Getter1(0)); + P12 = this->Transformer(Getter2(0)); + } + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + ImVec2 P21 = this->Transformer(Getter1(prim+1)); + ImVec2 P22 = this->Transformer(Getter2(prim+1)); + ImRect rect(ImMin(ImMin(ImMin(P11,P12),P21),P22), ImMax(ImMax(ImMax(P11,P12),P21),P22)); + if (!cull_rect.Overlaps(rect)) { + P11 = P21; + P12 = P22; + return false; + } + const int intersect = (P11.y > P12.y && P22.y > P21.y) || (P12.y > P11.y && P21.y > P22.y); + const ImVec2 intersection = intersect == 0 ? ImVec2(0,0) : Intersection(P11,P21,P12,P22); + draw_list._VtxWritePtr[0].pos = P11; + draw_list._VtxWritePtr[0].uv = UV; + draw_list._VtxWritePtr[0].col = Col; + draw_list._VtxWritePtr[1].pos = P21; + draw_list._VtxWritePtr[1].uv = UV; + draw_list._VtxWritePtr[1].col = Col; + draw_list._VtxWritePtr[2].pos = intersection; + draw_list._VtxWritePtr[2].uv = UV; + draw_list._VtxWritePtr[2].col = Col; + draw_list._VtxWritePtr[3].pos = P12; + draw_list._VtxWritePtr[3].uv = UV; + draw_list._VtxWritePtr[3].col = Col; + draw_list._VtxWritePtr[4].pos = P22; + draw_list._VtxWritePtr[4].uv = UV; + draw_list._VtxWritePtr[4].col = Col; + draw_list._VtxWritePtr += 5; + draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx); + draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1 + intersect); + draw_list._IdxWritePtr[2] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3); + draw_list._IdxWritePtr[3] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1); + draw_list._IdxWritePtr[4] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 4); + draw_list._IdxWritePtr[5] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 3 - intersect); + draw_list._IdxWritePtr += 6; + draw_list._VtxCurrentIdx += 5; + P11 = P21; + P12 = P22; + return true; + } + const _Getter1& Getter1; + const _Getter2& Getter2; + const ImU32 Col; + mutable ImVec2 P11; + mutable ImVec2 P12; + mutable ImVec2 UV; +}; + +struct RectC { + ImPlotPoint Pos; + ImPlotPoint HalfSize; + ImU32 Color; +}; + +template +struct RendererRectC : RendererBase { + RendererRectC(const _Getter& getter) : + RendererBase(getter.Count, 6, 4), + Getter(getter) + {} + void Init(ImDrawList& draw_list) const { + UV = draw_list._Data->TexUvWhitePixel; + } + IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { + RectC rect = Getter(prim); + ImVec2 P1 = this->Transformer(rect.Pos.x - rect.HalfSize.x , rect.Pos.y - rect.HalfSize.y); + ImVec2 P2 = this->Transformer(rect.Pos.x + rect.HalfSize.x , rect.Pos.y + rect.HalfSize.y); + if ((rect.Color & IM_COL32_A_MASK) == 0 || !cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) + return false; + PrimRectFill(draw_list,P1,P2,rect.Color,UV); + return true; + } + const _Getter& Getter; + mutable ImVec2 UV; +}; + +//----------------------------------------------------------------------------- +// [SECTION] RenderPrimitives +//----------------------------------------------------------------------------- + +/// Renders primitive shapes in bulk as efficiently as possible. +template +void RenderPrimitivesEx(const _Renderer& renderer, ImDrawList& draw_list, const ImRect& cull_rect) { + unsigned int prims = renderer.Prims; + unsigned int prims_culled = 0; + unsigned int idx = 0; + renderer.Init(draw_list); + while (prims) { + // find how many can be reserved up to end of current draw command's limit + unsigned int cnt = ImMin(prims, (MaxIdx::Value - draw_list._VtxCurrentIdx) / renderer.VtxConsumed); + // make sure at least this many elements can be rendered to avoid situations where at the end of buffer this slow path is not taken all the time + if (cnt >= ImMin(64u, prims)) { + if (prims_culled >= cnt) + prims_culled -= cnt; // reuse previous reservation + else { + // add more elements to previous reservation + draw_list.PrimReserve((cnt - prims_culled) * renderer.IdxConsumed, (cnt - prims_culled) * renderer.VtxConsumed); + prims_culled = 0; + } + } + else + { + if (prims_culled > 0) { + draw_list.PrimUnreserve(prims_culled * renderer.IdxConsumed, prims_culled * renderer.VtxConsumed); + prims_culled = 0; + } + cnt = ImMin(prims, (MaxIdx::Value - 0/*draw_list._VtxCurrentIdx*/) / renderer.VtxConsumed); + // reserve new draw command + draw_list.PrimReserve(cnt * renderer.IdxConsumed, cnt * renderer.VtxConsumed); + } + prims -= cnt; + for (unsigned int ie = idx + cnt; idx != ie; ++idx) { + if (!renderer.Render(draw_list, cull_rect, idx)) + prims_culled++; + } + } + if (prims_culled > 0) + draw_list.PrimUnreserve(prims_culled * renderer.IdxConsumed, prims_culled * renderer.VtxConsumed); +} + +template